What would be the point of putting it in just for single player if it's purpose is to remove spam click PvP? Did you mean PvP? Also, it is absolutely ridiculous to have an option for something like that. The options in the menu are for things that affect gameplay aesthetically, not pysically.
Did you even understand what he/she said? They're saying that this should be tog-gable in single player only. Which I agree with, I find it kills the pace in single player.
Remember when PvP was ruined after sprinting was added? Remember when it was ruined after hunger? After enchantments? After brewing? After health potions nerfs?
Despite the amount of hatred and dislike towards the changes in the combat system, the community will learn to adapt or stick to the past. These kind of changes are expected to happen, even if it means to learn how to play the game again. Strategy existed 1.8 and below. So will it after 1.9.
Now that they've done with click-mashing, their new task should be tackle down the horrid defense imbalance with armor tiers and enchantments.
What you say Is True. i dont play pvp much in fact i dont like it at all but i have heard alot from my friend who loves it and he said that enchanting and having to eat in the middle of the battle ruined pvp but around a month later he said it was the new way of pvp.
This creates opportunities for different kinds of weapons. For example, something like a dagger could still be spammed, but does less total damage. On the other hand, something like a battleaxe could have a much higher damage, but if spammed it does no damage.
Personally, I'm very happy to hear of this change. There are too many people who think they are good at PvP because they have a better sword than other people and can mash M1.
The only problem is that now health potions will be incredibly strong. As damage is inflcted more slowly, fights will be longer, and being able to endure by using potions is a huge advantage.
This could be a pretty disastrous change for survival. You wouldn't stand a chance in UHC any more.
If you are surprised or cornered by a mob, or a few mobs, you will basically be doomed. There's no way you'd be able to fend them off if cornered. And you'd better not enrage zombie pigmen any more, because that will be game over.
I REALLY hope there will be an option to disable this in single player. Else I will stick with 1.8.
Before: Combat is just left-click spamming Mojang please make it more fun and complicated
After: Oh my god Mojang you ruined Minecraft totally, revert these changes !!!1!one!!1!11
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
This change doesn't sound like it should effect my singleplayer combat all that much. I usually use paced methodical strokes now. I'm looking forward to this!
[I posted this in another thread, but it got locked because this one existed so I'm moving it here]
First, I think that a gamerule is not a very good idea. It would be confusing, requiring players to switch between two entirely different modes of pvp depending on an invisible property of the world. You would have to attack, then realize, "oh, this gamerule is on, now I have to completely change how i'm playing on this server." Secondly, I think that gamerules should be small modifications to improve adventure maps and such. This is a major game mechanic, and shouldn't just be switched off with a simple gamerule. It would just create too much confusion and disharmony between servers. And beyond that, most of the updates will probably integrate this heavily, and be built around it. Switching it off might cause severe imbalances, since the combat system might require this mechanic to be fair. But that's just my opinion
As for the mechanic itself, I think it's a step in the right direction. It make pvp more skill based, with timed hits, and reduces that annoying-ness of not being able to touch someone because they keep spam-clicking you out of range. I think that is will make pvp more interesting, without being gimmick-y or complex. It's a simple concept with large effects, and for me, this is the true heart of Minecraft (think of redstone - endless possibilities, simple rules).
Also, I think you'll feel more awesome when you master it. Clicking furiously until the other person dies (oversimplification, I know, don't yell at me pvp masters) makes you feel good, but expertly blocking or dodging your enemies swings while hitting them with perfectly timed blows just seems like it would be more rewarding. Mob arena would be less of, "click click click on the zombie cloud until it goes away", and more strategic, as you couldn't just keep them at bay indefinitely.
However, I don't think it's perfect. I feel like it could be sped up a tiny bit, because it makes combat feel slow, which it should never feel. It removes some of the fast paced action, and the thrill of jumping on an enemy from behind and attacking rapidly. Now it's more like jump on them from behind and slowly swinging a lumbering sword at them. Not as exiting. I don't think it needs to be sped up too much though. Just enough to make it feel fast, but still slow enough to block. you can't block a spam click, where each swing blends into the next, but a swing that you can actually visually isolate might be, if your fast enough. So I think it needs a bit of tweaking (and a change of the hotbar icon, IMO) but overall it's a good idea.
I can understand why people object to it. It's very different, and pvp will never be the same. It destroys strategies you worked up and finally mastered, making you have to almost re-learn pvp. It's going to be different, sure, but I don't think that's necessarily a bad thing. I think that like most major changes, people will be uncomfortable with it at first, but I think in the long run people will appreciate it. ("Remember back before 1.9 where you had to click so much?").
TL;DR: It's a good step, and with a bit of tweaking and time, I think that it will overall be an improvement.
P.S.: Before you yell at me for "not knowing anything about pvp" realize that I'm not a master pvper, just a mostly casual pvper who likes fast-paced simple challenges and easy to learn rules that complex strategies can emerge from.
Also, Mojang, PLEASE let duel-wield swords be a possiblity. Please...
A couple ideas to make combat feel a little faster might be things like a two strike combo system and/or a riposte strike after a successful block which is triggered by attacking immediately after a block and gives an instant half damage strike. A brief cooldown on both of these so they can't be used repeatedly.
I would like to see an enchantment that removes the cooldown time. Maybe it would be called Overdrive, and each level makes your sword weaker by 1 point, but fills up the meter faster.
In the follow-up update, they have armor mechanics that should (when fixed) work by reducing armor protection as it gets damaged. This would have the side effect of reducing the grind of pvp, because as players take more damage to armor their defenses are worn down and become weaker before they break.
Note: At least according to what I know, spam-clicking should still be effective at chipping away at armor in a high-level fight.
I am a veteran PVPer and I would like to share my opinion on this change.
First, to get this out of the way: I don't PVP anymore, but I was extremely good for my day 2 or 3 years ago. I stopped PVPing for two reasons:
a.) There was a massive influx in young users on many PVP servers who don't understand how ping or connection work.
This resulted in two things:
1) Many users with poor connection halfway across the world able to hit you when you can't hit them due to poor lag compensation.
2) Many young users that call hax/killaura/damage cheats/whatever on others who are simply better than them (I have my experience with hacked clients and I can tell the difference between legit and hacks, and usually these people are making false accusations).
This young community alone makes me not enjoy PVP as it currently is.
b.) PVP became boring and uninteresting as it became more of who can click faster as there was an influx in young users rather than who can move out of the way of their opponent and get a good hit that matters.
Now on the topic of these changes: This change will better the game as a whole. I can see myself finally getting back into PVP and having just as much fun as I had before. For one, this removes click spamming winning every time. It also nerfs poor connections, and because they can't click spam you, you can get close and get an equal hit to the one they got. However, I don't think that this change is the best they could have made. Maybe they do need to up the speed a bit. As others have mentioned, PVE and PVP are now sort of boring with it being this slow. In general, they are making a big step in the right direction, and while I'm sure this won't be the final change, a change similar to this would be by far best for PVE and PVP.
This change reminds me of RuneScape, I have been playing it lately and the second I saw the change I thought of the way RuneScape combat functions as a whole. I am no RuneScape pro, but I know enough that the idea of a cooldown or maximum hits per second/minute is an easy and extremely effective way for keeping PVP fun and not spammy.
tl;dr: from veteran PVPer, this change may not be perfect but it fixes the 2 issues I have with PVP, poor connection and click spamming, and with slight tweaks it is easily a huge step in the perfect direction for PVP.
Hmm... now that I think of it, I see it as an improvement to PVP and not a fault. For it will take out the "button smashing" PVPer's, and let way for some actually skill to be implemented. Coordinating the shield, and the sword for maximum damage or defense.
Rollback Post to RevisionRollBack
"The only way to do great work is to love what you do" - Steve Jobs
Did you even understand what he/she said? They're saying that this should be tog-gable in single player only. Which I agree with, I find it kills the pace in single player.
What you say Is True. i dont play pvp much in fact i dont like it at all but i have heard alot from my friend who loves it and he said that enchanting and having to eat in the middle of the battle ruined pvp but around a month later he said it was the new way of pvp.
This creates opportunities for different kinds of weapons. For example, something like a dagger could still be spammed, but does less total damage. On the other hand, something like a battleaxe could have a much higher damage, but if spammed it does no damage.
Personally, I'm very happy to hear of this change. There are too many people who think they are good at PvP because they have a better sword than other people and can mash M1.
The only problem is that now health potions will be incredibly strong. As damage is inflcted more slowly, fights will be longer, and being able to endure by using potions is a huge advantage.
Before: Combat is just left-click spamming Mojang please make it more fun and complicated
After: Oh my god Mojang you ruined Minecraft totally, revert these changes !!!1!one!!1!11
This change doesn't sound like it should effect my singleplayer combat all that much. I usually use paced methodical strokes now. I'm looking forward to this!
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
It sounds like most people here haven't even tried the changes. Swords now do more damage, and it's easy to fend off large amounts of enemies.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
[I posted this in another thread, but it got locked because this one existed so I'm moving it here]
First, I think that a gamerule is not a very good idea. It would be confusing, requiring players to switch between two entirely different modes of pvp depending on an invisible property of the world. You would have to attack, then realize, "oh, this gamerule is on, now I have to completely change how i'm playing on this server." Secondly, I think that gamerules should be small modifications to improve adventure maps and such. This is a major game mechanic, and shouldn't just be switched off with a simple gamerule. It would just create too much confusion and disharmony between servers. And beyond that, most of the updates will probably integrate this heavily, and be built around it. Switching it off might cause severe imbalances, since the combat system might require this mechanic to be fair. But that's just my opinion
As for the mechanic itself, I think it's a step in the right direction. It make pvp more skill based, with timed hits, and reduces that annoying-ness of not being able to touch someone because they keep spam-clicking you out of range. I think that is will make pvp more interesting, without being gimmick-y or complex. It's a simple concept with large effects, and for me, this is the true heart of Minecraft (think of redstone - endless possibilities, simple rules).
Also, I think you'll feel more awesome when you master it. Clicking furiously until the other person dies (oversimplification, I know, don't yell at me pvp masters) makes you feel good, but expertly blocking or dodging your enemies swings while hitting them with perfectly timed blows just seems like it would be more rewarding. Mob arena would be less of, "click click click on the zombie cloud until it goes away", and more strategic, as you couldn't just keep them at bay indefinitely.
However, I don't think it's perfect. I feel like it could be sped up a tiny bit, because it makes combat feel slow, which it should never feel. It removes some of the fast paced action, and the thrill of jumping on an enemy from behind and attacking rapidly. Now it's more like jump on them from behind and slowly swinging a lumbering sword at them. Not as exiting. I don't think it needs to be sped up too much though. Just enough to make it feel fast, but still slow enough to block. you can't block a spam click, where each swing blends into the next, but a swing that you can actually visually isolate might be, if your fast enough. So I think it needs a bit of tweaking (and a change of the hotbar icon, IMO) but overall it's a good idea.
I can understand why people object to it. It's very different, and pvp will never be the same. It destroys strategies you worked up and finally mastered, making you have to almost re-learn pvp. It's going to be different, sure, but I don't think that's necessarily a bad thing. I think that like most major changes, people will be uncomfortable with it at first, but I think in the long run people will appreciate it. ("Remember back before 1.9 where you had to click so much?").
TL;DR: It's a good step, and with a bit of tweaking and time, I think that it will overall be an improvement.
P.S.: Before you yell at me for "not knowing anything about pvp" realize that I'm not a master pvper, just a mostly casual pvper who likes fast-paced simple challenges and easy to learn rules that complex strategies can emerge from.
Also, Mojang, PLEASE let duel-wield swords be a possiblity. Please...
Um, they don't do more damage. A fully charged sword does the max damage it can do.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.1.8 Diamond Sword = 7 Damage
1.9 Diamond Sword = 8 Damage.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
A couple ideas to make combat feel a little faster might be things like a two strike combo system and/or a riposte strike after a successful block which is triggered by attacking immediately after a block and gives an instant half damage strike. A brief cooldown on both of these so they can't be used repeatedly.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I would like to see an enchantment that removes the cooldown time. Maybe it would be called Overdrive, and each level makes your sword weaker by 1 point, but fills up the meter faster.
[center][center]
Changes =/= Kills
Seriously, it makes it require actual strategy.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
In the follow-up update, they have armor mechanics that should (when fixed) work by reducing armor protection as it gets damaged. This would have the side effect of reducing the grind of pvp, because as players take more damage to armor their defenses are worn down and become weaker before they break.
Note: At least according to what I know, spam-clicking should still be effective at chipping away at armor in a high-level fight.
I am a veteran PVPer and I would like to share my opinion on this change.
First, to get this out of the way: I don't PVP anymore, but I was extremely good for my day 2 or 3 years ago. I stopped PVPing for two reasons:
Now on the topic of these changes: This change will better the game as a whole. I can see myself finally getting back into PVP and having just as much fun as I had before. For one, this removes click spamming winning every time. It also nerfs poor connections, and because they can't click spam you, you can get close and get an equal hit to the one they got. However, I don't think that this change is the best they could have made. Maybe they do need to up the speed a bit. As others have mentioned, PVE and PVP are now sort of boring with it being this slow. In general, they are making a big step in the right direction, and while I'm sure this won't be the final change, a change similar to this would be by far best for PVE and PVP.
This change reminds me of RuneScape, I have been playing it lately and the second I saw the change I thought of the way RuneScape combat functions as a whole. I am no RuneScape pro, but I know enough that the idea of a cooldown or maximum hits per second/minute is an easy and extremely effective way for keeping PVP fun and not spammy.
tl;dr: from veteran PVPer, this change may not be perfect but it fixes the 2 issues I have with PVP, poor connection and click spamming, and with slight tweaks it is easily a huge step in the perfect direction for PVP.
1 attack damage from the hand + 7 attack damage from the sword = 8 attack damage.
Putting the CENDENT back in transcendent!
I don't know how I feel about this....
The tooltip says 8 attack damage rather than 7 now.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
Hmm... now that I think of it, I see it as an improvement to PVP and not a fault. For it will take out the "button smashing" PVPer's, and let way for some actually skill to be implemented. Coordinating the shield, and the sword for maximum damage or defense.
"The only way to do great work is to love what you do" - Steve Jobs
The eight damage includes the one hit point your hand does without the sword. In 1.8, the toolclip only included the +7 the sword dealt.
Putting the CENDENT back in transcendent!
Simple solution:
1: Use a hoe
2: Use the new slashing attack<--- Only does damage to one mob