with the 1.9 update, we got more choice in combat, as in old combat we only had sword for melee, and bows for ranged. but still there aren't many options, and the options we have now aren't that different from each other.
the attack speed system was introduced to solve the spam click problem, while it did make combat more challenging, it still didn't solve the entire problem; still all you do is wait for the attack meter to fill in again and then hit back.
i see that we need more weapons with different fight styles (not only different attributes) that add more choice in combat, and more utility items that support the combat system.
New Mechanics :
Dual Wielding
i know it wasn't implemented because it was considered too powerful, but i don't think thats the right way of balancing, dual wielding can be nerfed, so it can be added without being too powerful.
the idea is simple, when wielding two weapons, the right click becomes the attack button for the offhand weapon, and they both receive a penalty on attack speed. overall, it still provides more DPS, however, it doesn't double the DPS, and anyways you traded the shield protection or the other ideas listed below for the extra DPS, and its not always the correct choice, depending on your situation and your enemy.
also, if the item in the main hand has a rightclick use, the it will override the weapon in the offhand, so you can't wield a bow and a sword at the same time.
New MOBs
not here to suggest new mobs, as each new mob requires a whole new thread to discuss it properly. the idea is that even with all this combat overhaul, the wanky AI makes it needless, there should be new mobs or reworks to mobs we already have that add new challenges to fight them, and requires the player to change their strategy to counter them.
for example, new mob that uses shields, with this little addition, the old style combat is entirely obsolete, and the player needs to find a new way to counter them, since spamming attacks no longer works.
or mobs that are faster than the player, so you can not relay on knockback and moving backwards, if you don't change your strategy the mobs will get you!
New Items :
Spears
Crafting : two sticks placed vertically, one (wood/stone/iron/gold/diamond) a top of them and on left or right of them.
Usage : when attacking, the spear takes long time to perform the attack, as the spear requires set up before attacking, and it has longer reach, and a bit less damage than the sword, hold right click to stay in set up mode, which allows faster attacks, however, while in set up mode, the player moves and turns slower (similar to how shields work).
also the spear right click ability can be combined with the shield right click ability, so if you are equipping both a spear and a shield, right click uses both block and set up mode.
Strategy : the spear allows for a defensive strategy, as it attacks with higher range, knockbacking enemies even they reach melee range, and allows attacking while block is active, providing projectile protection even while attacking, however, on the offensive side, the slow reaction from the spear, as it requires set up, and the slow movement while its set up makes it bad for offense compared to swords/axes.
Shurikens
Crafting : not sure about the recipe
Usage : the shuriken is a ranged weapon, which requires no bow, it is weaker than the bow, has less range, and no potion tipped version, however, it has shorter charge time allowing for faster firing, and it can be used while in offhand (this ability should be stripped from bows)
Strategy : overall, the bow is still better than the shuriken in ranged combat, but the shuriken is has the ability to be fired from off hand, and has faster charging, allowing the player to launch a ranged projectile much faster.
also, for now, shields are the only combat item used in offhand, which means you always use a shield in combat, but with the introduction of shurikens, you now have a choice to use a more offensive ranged weapon than a defensive shield.
Daggers
Crafting : one stick and one (wood/stone/iron/gold/diamond) above it.
Usage : the dagger is a bit faster than the sword, but has noticeable less damage, its main attribute is being able to be used while in off hand slot without slowing it self or the other weapon, as well it can be used even when the item in main hand has a rightclick use (such as bows), holding shift, makes attacking with the dagger override the right click use of the item in the main hand.
Strategy : the dagger, in combination with each weapon, grants a new use, it can be used with bows for a fast attack when required at melee range, or with slow attack weapons in case you needed a quick stab.
also, the ability to craft it without a crafting table allows it to be used as a weak temporary weapon when your main weapon gets broken.
Hand Shields
Crafting : one iron ingot in top middle, one below it, and one on each side.
Usage : the hand shield works exactly like tower shields, but it is smaller, and slows less than the normal shield while blocking
Strategy : not a big difference, yet quite a considerable choice, the hand shield trades protection for speed, allowing the player to charge while blocking, but covering less than the tower shield.
Spike Block
Crafting : not sure about the recipe, maybe its not even craftable
Usage: deals damage to enemies stepping on it
Strategy :traps are a very important part in combat, the applications of spike block are versatile and need no discussion
Other Articles :
i have explained the following ideas with more detail in their own threads, however, i see they also have a great impact on article of this thread; adding more choice in combat.
Usually, suggestions like these don't nearly go into as much detail. I like how all of the weapons have strengths and weaknesses, just as they should be. They all seem pretty balanced, however could you maybe add some damage to each of them? Or what about the durability? I like the overall idea, but it could definitely do with some more information. Perhaps the crafting recipe for shurikens could be something along the lines of a compass without the redstone? I'm assuming you would get multiple shurikens per craft. Anyway, I'll give about 90% support for now.
Usually, suggestions like these don't nearly go into as much detail. I like how all of the weapons have strengths and weaknesses, just as they should be. They all seem pretty balanced, however could you maybe add some damage to each of them? Or what about the durability? I like the overall idea, but it could definitely do with some more information. Perhaps the crafting recipe for shurikens could be something along the lines of a compass without the redstone? I'm assuming you would get multiple shurikens per craft. Anyway, I'll give about 90% support for now.
i think all items share the same durability per tier, so its pointless to add it.
also about the damage and that stuff, i can't give exact numbers since it all returns to game testing to know, i just give general information enough to make you understand the concept; i don't want people to criticize the stats i add and forget the idea of the post.
for example, i said the spear has a bit less damage than the sword, it can be 1, 2 or maybe 3 damage points less, i can't tell without proper game testing, but all you need to know is that its damage is only a bit less than swords.
and when i say "Long" attack time, i can't define how many seconds exactly, but if you are just a bit educated in english, you must understand what "Long" means, since its always a relative word to the article its being used with. that's why i don't give exact details.
with the 1.9 update, we got more choice in combat, as in old combat we only had sword for melee, and bows for ranged. but still there aren't many options, and the options we have now aren't that different from each other.
the attack speed system was introduced to solve the spam click problem, while it did make combat more challenging, it still didn't solve the entire problem; still all you do is wait for the attack meter to fill in again and then hit back.
i see that we need more weapons with different fight styles (not only different attributes) that add more choice in combat, and more utility items that support the combat system.
New Mechanics :
Dual Wielding
i know it wasn't implemented because it was considered too powerful, but i don't think thats the right way of balancing, dual wielding can be nerfed, so it can be added without being too powerful.
the idea is simple, when wielding two weapons, the right click becomes the attack button for the offhand weapon, and they both receive a penalty on attack speed. overall, it still provides more DPS, however, it doesn't double the DPS, and anyways you traded the shield protection or the other ideas listed below for the extra DPS, and its not always the correct choice, depending on your situation and your enemy.
also, if the item in the main hand has a rightclick use, the it will override the weapon in the offhand, so you can't wield a bow and a sword at the same time.
New MOBs
not here to suggest new mobs, as each new mob requires a whole new thread to discuss it properly. the idea is that even with all this combat overhaul, the wanky AI makes it needless, there should be new mobs or reworks to mobs we already have that add new challenges to fight them, and requires the player to change their strategy to counter them.
for example, new mob that uses shields, with this little addition, the old style combat is entirely obsolete, and the player needs to find a new way to counter them, since spamming attacks no longer works.
or mobs that are faster than the player, so you can not relay on knockback and moving backwards, if you don't change your strategy the mobs will get you!
New Items :
Spears
Crafting : two sticks placed vertically, one (wood/stone/iron/gold/diamond) a top of them and on left or right of them.
Usage : when attacking, the spear takes long time to perform the attack, as the spear requires set up before attacking, and it has longer reach, and a bit less damage than the sword, hold right click to stay in set up mode, which allows faster attacks, however, while in set up mode, the player moves and turns slower (similar to how shields work).
also the spear right click ability can be combined with the shield right click ability, so if you are equipping both a spear and a shield, right click uses both block and set up mode.
Strategy : the spear allows for a defensive strategy, as it attacks with higher range, knockbacking enemies even they reach melee range, and allows attacking while block is active, providing projectile protection even while attacking, however, on the offensive side, the slow reaction from the spear, as it requires set up, and the slow movement while its set up makes it bad for offense compared to swords/axes.
Shurikens
Crafting : not sure about the recipe
Usage : the shuriken is a ranged weapon, which requires no bow, it is weaker than the bow, has less range, and no potion tipped version, however, it has shorter charge time allowing for faster firing, and it can be used while in offhand (this ability should be stripped from bows)
Strategy : overall, the bow is still better than the shuriken in ranged combat, but the shuriken is has the ability to be fired from off hand, and has faster charging, allowing the player to launch a ranged projectile much faster.
also, for now, shields are the only combat item used in offhand, which means you always use a shield in combat, but with the introduction of shurikens, you now have a choice to use a more offensive ranged weapon than a defensive shield.
Daggers
Crafting : one stick and one (wood/stone/iron/gold/diamond) above it.
Usage : the dagger is a bit faster than the sword, but has noticeable less damage, its main attribute is being able to be used while in off hand slot without slowing it self or the other weapon, as well it can be used even when the item in main hand has a rightclick use (such as bows), holding shift, makes attacking with the dagger override the right click use of the item in the main hand.
Strategy : the dagger, in combination with each weapon, grants a new use, it can be used with bows for a fast attack when required at melee range, or with slow attack weapons in case you needed a quick stab.
also, the ability to craft it without a crafting table allows it to be used as a weak temporary weapon when your main weapon gets broken.
Hand Shields
Crafting : one iron ingot in top middle, one below it, and one on each side.
Usage : the hand shield works exactly like tower shields, but it is smaller, and slows less than the normal shield while blocking
Strategy : not a big difference, yet quite a considerable choice, the hand shield trades protection for speed, allowing the player to charge while blocking, but covering less than the tower shield.
Spike Block
Crafting : not sure about the recipe, maybe its not even craftable
Usage : deals damage to enemies stepping on it
Strategy : traps are a very important part in combat, the applications of spike block are versatile and need no discussion
Other Articles :
i have explained the following ideas with more detail in their own threads, however, i see they also have a great impact on article of this thread; adding more choice in combat.
Making Gold items useful
New Arrow Types
for any discussion about the other articles, please reply in their own threads
Sounds good, i especially like the spear.
but i think we already have the magma block for the spike block
Usually, suggestions like these don't nearly go into as much detail. I like how all of the weapons have strengths and weaknesses, just as they should be. They all seem pretty balanced, however could you maybe add some damage to each of them? Or what about the durability? I like the overall idea, but it could definitely do with some more information. Perhaps the crafting recipe for shurikens could be something along the lines of a compass without the redstone? I'm assuming you would get multiple shurikens per craft. Anyway, I'll give about 90% support for now.
i think all items share the same durability per tier, so its pointless to add it.
also about the damage and that stuff, i can't give exact numbers since it all returns to game testing to know, i just give general information enough to make you understand the concept; i don't want people to criticize the stats i add and forget the idea of the post.
for example, i said the spear has a bit less damage than the sword, it can be 1, 2 or maybe 3 damage points less, i can't tell without proper game testing, but all you need to know is that its damage is only a bit less than swords.
and when i say "Long" attack time, i can't define how many seconds exactly, but if you are just a bit educated in english, you must understand what "Long" means, since its always a relative word to the article its being used with. that's why i don't give exact details.