NOTE: Before you twist my words and opinions, I am NOT against 1.9 PvP; actually I like the new combat system. The reason why I'm suggesting this is because the unfortunate majority still does not wish to give 1.9/Post-1.9 combat a chance. That is all.
So back before Minecraft Beta 1.8, you can hold down left-click and your sword would constantly swing. However when 1.8 DID roll in, it removed the hold-to-attack mechanic, eventually introducing jitter-clicking.
6 years passed since then, and now we have 1.9 PvP, the worst update for players that practiced their jitter-clicking... ESPECIALLY for those that played Minecraft exclusively for PvP. It implemented a "charge-up" or a "cooldown" on all weapons and tools, effectively giving players the impression that combos are no longer possible in the game. However that is not true, yet majority of those that played pre-1.9 PvP doesn't want to give it a chance.
I think the best thing we can do is re-introduce hold-to-attack, where that would make your character swing his or her tools or weapons as soon as the cooldown is up, or once the weapon is "charged up.
Jitter-clicking wasn't removed, you can still do it. It's just that swinging fast does horrible damage now (damage is scaled from 20% to 100% over the course of .6 seconds) So why would you want to hold down attack to swing as fast as possible, when it's still going to do horrible damage? And bare in mind a mob/player can only be damage 2 times per second, so while you're swinging wildly fast only 2 of the hits are actually going to register every second.
I just don't see why you'd want to do this. It seems kinda useless and doesn't address the complaints that PvP players generally have about the 1.9 combat.
I wouldn't mind having hold-to-attack if it respected the combat system. We already have hold-to-use for shovels, hoes, axes, and picks, after all, and as we can plainly see none of those tools gained any special abilities as a result.
I'm confused, do you want holding LMB to spam attack as fast as possible or automatically attack as soon as the charge is full? In the first situation you already get that by spam clicking, you just suffer a lowered attack damage as a penalty so that already exists.
If you meant the second situation that seems like it would be the worst possible strategy in combat. Attacking when you click gives you 100% control of when you attack even if you aren't maximizing possible damage output. If it auto attacks you need to make sure you are always lined up on your target when the fully charged attack comes every time. Keeping your reticle on a moving target in combat is not easy, considering half of the point of spam clicking was because you would not have to be super accurate because you were attacking instantly. If you moused over your enemy even for a second you would get a hit so you didn't have to stay trained on him.
This would require you to ensure you are on your target every .625 seconds rather than when you are ready to attack. If you aren't then you wasted that attack and left yourself open. Manually attacking may slow you down a bit but you will miss less which is more important. In my opinion this would just be implementing an inferior strategy for people who got used to the previous combat, and they would likely get crushed by anyone timing their own attacks. Better to have everyone on the same page with manual attack timing.
Rollback Post to RevisionRollBack
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Jitter-clicking wasn't removed, you can still do it. It's just that swinging fast does horrible damage now (damage is scaled from 20% to 100% over the course of .6 seconds) So why would you want to hold down attack to swing as fast as possible, when it's still going to do horrible damage? And bare in mind a mob/player can only be damage 2 times per second, so while you're swinging wildly fast only 2 of the hits are actually going to register every second.
I just don't see why you'd want to do this. It seems kinda useless and doesn't address the complaints that PvP players generally have about the 1.9 combat.
That's not the point. Holding down LMB will make your character swing ONLY when the cooldown is up, not while it's already on cooldown.
Jitter clicking is literally just mashing your left-click, whilst swinging your mouse around wildly to hit multiple targets. How is that a strategy? Just accept that Minecraft now finally has some actual combat mechanics.
Which don't slow down gameplay at all if you're good with them btw...
I haven't made any statement that I'm against 1.9 PvP at all. In fact I actually like it.
I'm confused, do you want holding LMB to spam attack as fast as possible or automatically attack as soon as the charge is full? In the first situation you already get that by spam clicking, you just suffer a lowered attack damage as a penalty so that already exists.
If you meant the second situation that seems like it would be the worst possible strategy in combat. Attacking when you click gives you 100% control of when you attack even if you aren't maximizing possible damage output. If it auto attacks you need to make sure you are always lined up on your target when the fully charged attack comes every time. Keeping your reticle on a moving target in combat is not easy, considering half of the point of spam clicking was because you would not have to be super accurate because you were attacking instantly. If you moused over your enemy even for a second you would get a hit so you didn't have to stay trained on him.
This would require you to ensure you are on your target every .625 seconds rather than when you are ready to attack. If you aren't then you wasted that attack and left yourself open. Manually attacking may slow you down a bit but you will miss less which is more important. In my opinion this would just be implementing an inferior strategy for people who got used to the previous combat, and they would likely get crushed by anyone timing their own attacks. Better to have everyone on the same page with manual attack timing.
I answered your question at the top of this post, and I edited the thread for clarification.
I answered your question at the top of this post, and I edited the thread for clarification.
Okay but what about the things I said for that scenario? The part about how anyone using that method would be at a complete and total disadvantage over anyone who just times their own attacks?
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Okay but what about the things I said for that scenario? The part about how anyone using that method would be at a complete and total disadvantage over anyone who just times their own attacks?
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.
That's not the point. Holding down LMB will make your character swing ONLY when the cooldown is up, not while it's already on cooldown.
They expiernmented with a change similar to that in the 1.9.1 snapshots and it was horribly recieved and reverted to what we have now, so I'm not sure how that would play out
They expiernmented with a change similar to that in the 1.9.1 snapshots and it was horribly recieved and reverted to what we have now, so I'm not sure how that would play out
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
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
It was negativity received because it required no timing, which was the point of adding a cooldown: Make you time your hits if you want good damage. Even if you spam clicked with those changes you did good damage.
NOTE: Before you twist my words and opinions, I am NOT against 1.9 PvP; actually I like the new combat system. The reason why I'm suggesting this is because the unfortunate majority still does not wish to give 1.9/Post-1.9 combat a chance. That is all.
So back before Minecraft Beta 1.8, you can hold down left-click and your sword would constantly swing. However when 1.8 DID roll in, it removed the hold-to-attack mechanic, eventually introducing jitter-clicking.
6 years passed since then, and now we have 1.9 PvP, the worst update for players that practiced their jitter-clicking... ESPECIALLY for those that played Minecraft exclusively for PvP. It implemented a "charge-up" or a "cooldown" on all weapons and tools, effectively giving players the impression that combos are no longer possible in the game. However that is not true, yet majority of those that played pre-1.9 PvP doesn't want to give it a chance.
I think the best thing we can do is re-introduce hold-to-attack, where that would make your character swing his or her tools or weapons as soon as the cooldown is up, or once the weapon is "charged up.
Jitter-clicking wasn't removed, you can still do it. It's just that swinging fast does horrible damage now (damage is scaled from 20% to 100% over the course of .6 seconds) So why would you want to hold down attack to swing as fast as possible, when it's still going to do horrible damage? And bare in mind a mob/player can only be damage 2 times per second, so while you're swinging wildly fast only 2 of the hits are actually going to register every second.
I just don't see why you'd want to do this. It seems kinda useless and doesn't address the complaints that PvP players generally have about the 1.9 combat.
I wouldn't mind having hold-to-attack if it respected the combat system. We already have hold-to-use for shovels, hoes, axes, and picks, after all, and as we can plainly see none of those tools gained any special abilities as a result.
I'm confused, do you want holding LMB to spam attack as fast as possible or automatically attack as soon as the charge is full? In the first situation you already get that by spam clicking, you just suffer a lowered attack damage as a penalty so that already exists.
If you meant the second situation that seems like it would be the worst possible strategy in combat. Attacking when you click gives you 100% control of when you attack even if you aren't maximizing possible damage output. If it auto attacks you need to make sure you are always lined up on your target when the fully charged attack comes every time. Keeping your reticle on a moving target in combat is not easy, considering half of the point of spam clicking was because you would not have to be super accurate because you were attacking instantly. If you moused over your enemy even for a second you would get a hit so you didn't have to stay trained on him.
This would require you to ensure you are on your target every .625 seconds rather than when you are ready to attack. If you aren't then you wasted that attack and left yourself open. Manually attacking may slow you down a bit but you will miss less which is more important. In my opinion this would just be implementing an inferior strategy for people who got used to the previous combat, and they would likely get crushed by anyone timing their own attacks. Better to have everyone on the same page with manual attack timing.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
People need to stop dwelling on the 1.9 update and move on.
That's not the point. Holding down LMB will make your character swing ONLY when the cooldown is up, not while it's already on cooldown.
I haven't made any statement that I'm against 1.9 PvP at all. In fact I actually like it.
I answered your question at the top of this post, and I edited the thread for clarification.
Okay but what about the things I said for that scenario? The part about how anyone using that method would be at a complete and total disadvantage over anyone who just times their own attacks?
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
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.
They expiernmented with a change similar to that in the 1.9.1 snapshots and it was horribly recieved and reverted to what we have now, so I'm not sure how that would play out
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
It was negativity received because it required no timing, which was the point of adding a cooldown: Make you time your hits if you want good damage. Even if you spam clicked with those changes you did good damage.