when 1.9 was announced, i was super excited for it, as it was supposed to add mechanics and forever alter the gameplay in the game for better, however, for my disappointment it didn't; unlike many people i actually liked the attack speed mechanic and i think it actually improved the combat system, however, the additions in 1.9 related to combat are too little to name the whole update "Combat update"
in this thread I would like to suggest and discuss an overhaul to the combat system, something to make fighting (mobs and PvP) a fun process.
the primary elements that this overhaul will be revolving around are : Choice, Difficulty, and Mechanics
starting off :
1 - Choice
Choice is what puts the difference between a "game" and "interactive multimedia" ; if you didn't have choice in the actions you are doing then its not a game.
currently Combat in minecraft has so little choices, combat is linear, which means you always do the same thing, kite the enemies, attack when the attack bar gets refilled, block arrows with the shield, no matter how many enemies, its always the same.
as well there's so little choice in the gear you take with you, as the weapons are few, and not versatile.
juicy mechanics aren't the only thing that make fighting interesting, choice takes an equal if not larger part.
2 - Difficulty
as long as the enemies are so predictable, no matter how deep the choices and how active are the mechanics, they have no effect in making combat more fun; since you won't need to use any of the new features and you'll stick to kiting and attacking mechanics.
3 - mechanics
combat shouldn't be only a strategic choice, but the process it self should be fun, and thats where the difference between good mechanics and bad mechanics is.
Ideas on how to make combat more fun and challenging
these are just possible ideas, i'm not going deep into the details (such as crafting recipes and exact damage values) , this isn't a wishlist, the main idea is to add up to Choice, Difficulty and Mechanics in combat in minecraft, these ideas are examples on how to solve the problem.
Mechanics
1 - Dual wielding
you know something is missing when dual wielding has been introduced in the "combat update" but you can't use it to dual wield weapons.
if dual wielding was considered somehow "Overpowered" , removing it isn't a proper solution to the problem.
when a weapon (any item that increases damage) is equipped in the offhand, right clicking attacks with it, however, if both hands are equipped with weapons, they both receive an increase to attack cooldown.
so overall dual wielding increases your DPS, but it doesn't actually double it, because the weapons attack slower than when wielded alone.
this idea adds a choice in combat, will you go for a defensive shield? or a more offensive dual weapons?
currently the only choice is shields, but with dual wielding (and other ideas listed below that could occupy the offhand) you'll have a plenty of choices, each with its own uses, advantages and disadvantages to be used in the offhand
2 - Shield bang
attacking with the shield works differently from other attacks, the shield has the slowest attack speed in the game, but its attack has got a slightly stronger knockback and stuns enemies for a short time, as well it can block an attack if it came in the exact moment the attack was made, the attack drains from the shields durability.
if the shield was equipped in the offhand slot, you can perform the bang by right clicking, and you can block by holding right click.
3 - Horse combat
While riding a horse, looking left or right should't rotate the horse, so you can attack enemies at your sides from your horse back
4 - Charge attack
your current movement speed adds up to your attack, which means sprinting or attacking while falling deals extra damage, however, this attack has got a slower attack speed. attacking while on a horse benefits greatly from this as the horse moves much faster than your feet.
5 - Quickdraw
by pressing R, immediately draw the item in your ninth slot and put the item in your eight slot in your offhand.
6 - Arrow cycling
once you draw your bow, normal arrows are immediately placed in your offhand slot, and you can cycle between other arrow types by clicking CTRL.
yes this also means you can't use other items in the offhand while using the bow, as well the bow can't be used from the offhand.
7 - Part Damaging
attacking the head deals extra damage, attacking the feet deals less damage, but cripples target (slows him) if enough damage was dealt to the feet, attacking hands deals less damage but slows their attack speed if enough damage was dealt to that hand.
some mobs with extraordinary parts may have special weak points or different negative effects on attacking their various parts
for example, spiders has so many feet which means its very difficult to slow them down by attacking their feet, as well they have no hands which means you can't weaken them.
Items
Weapons
1 - spear
the spear has a different attack mechanic than other weapons.
attacking with the spear has a very long time to perform the attack compared to other weapons, but when you get in setup mode (by holding right click), you can perform attacks quickly, however, during setup mode movement and turn rate are slowed.
the spear deals less damage than the sword, but attacks faster (while in setup mode) and has a longer reach. which means you can attack enemies before they get in their melee range.
when a shield is equipped in the offhand slot, holding right click both puts the spear in setup mode and the shield in block mode, and you can attack during block.
the spear serves as a rather a defensive option than the other weapons, since it has a longer reach, and it works in harmony with the shield, however its on a disadvantage on the offensive side, as it requires a sentry position to work properly.
2 - hand axe
the hand axe is faster and slightly weaker than the sword, and it features a special ability : "throwing" .
hold right click to charge the attack then release to perform a short ranged attack, the axe can be retrieved by right clicking it while its on the enemy or the ground
3 - Blow dart
Blow darts are crafted for a cheap recipe, then can be placed instead of glass bottles in the brewing stand, creating a full effect launchable potion projectile.
the blow dart is different from tipped arrows, they deal no damage, which means they can be used with positive effects.
Arrow Types
with the combat update, we got a whole new system for arrow types, however all we got is potion tipped arrows ( which you never use because there aren't mobs worth wasting these arrows on ) and the useless (yet awesome) spectral arrow.
Both "Arrow types" and "enchantments" add new properties to your arrows and buff bows, so why would we make some effects achieved through enchantments and others achieved through Arrow types?
the main difference is that Arrow types are optional, which means you can choose when to use them, while enchantments effect is applied to all of your arrows.
this means that effects that are always useful should be added as enchantments, for example increase missile speed, while effects that are not always useful, and made for utility use should be added as arrows types so you can decide when you want that effect and when you don't, for example : arrows that destroy blocks, you may want to destroy blocks with arrows, but sometimes you don't so this effect should be introduced as an arrow type.
the second difference is that Arrows are limited, which means we can bind the powerful effects to specific rare or expensive arrow types for the sake of balance, while enchantments apply their bonus on all of your arrows.
for example, arrows that go through blocks are way too powerful to have as an enchantment, as this means you can just build walls and spam launching arrows from behind them, but if this effect was limited to specific expensive arrows makes their usage strategic and not actually over powered.
1 - Flaming arrows
quite different from FLAME enchantment, flaming arrows deal less impact damage than normal arrows, but they set enemies/blocks they hit on fire,
they are less useful than normal arrows in terms of damage, but they have different uses :
- Siege : these arrows allows igniting structures from a distance, and the fire may spread, which allows destroying structures with a load of these arrows.
- Lighting : want to explore a very dark cave but you need light before you approach? launch a fire arrow and the fire will provide temporary light for you to see and go inside to place a torch.
- destroy equipment : since armor/shields lose durability for every damage instance and not for the amount of damage, multiple damage instances remove much more durability from enemy equipment.
the FLAME enchantment should be removed and replaced with another enchantment.
2 - Diamond arrows
simply replace the flint with a diamond for a more expensive more powerful arrow.
3 - split arrows
fire multiple, inaccurate, weaker arrows.
good against large hordes of enemies.
4 - ghost arrows
ghost arrows pierce through blocks to hit enemies from behind walls, they disappear after a duration of travelling.
could be used for sneak attacks, or to kill enemies from behind cover if in in low HP
5 - Frost arrows
Frost arrows completely disable hit target, turning them into ice, the larger the enemy, the shorter duration it takes.
the recipe for frost arrows is rather expensive and very limited, and they can be found as rare loot in some dungeon/structure chests
6 - Amplifier arrow
the amplifier arrow applies a buff that amplifies all damage target receives for a period of time.
Utility Items
1 - smoke bomb
thrown at a short range, the smoke bomb emits blinding particles in its landing area, blocking player/mob vision, allowing for a secure escape from combat
2 - illusion orb
works like the illusioners ability, and may possibly be a drop from that mob.
Danger
many people would argue that making the game more difficult could be less appealing to casual players, however, the games difficulty has increased several times through the past updates (witches, skeleton buff, strays...) , and that didn't make a problem.
some may also suggest the addition of a new hardcore mode for hardcore players and keep the old one for casuals, regardless of these arguments, for proper use of the new combat system and the new choices, enemies should pose more threat to the player.
I'm not going to suggest specific mobs, as that would be a wishlist, but i'm going to suggest ideas that could be used in the creation of new mobs / editing current ones.
1 - No Kiting
to solve the absurd kiting mechanic in minecraft, the simple solution is to add enemies that are faster than the player, or mobs that attempt to sneak on him, or mobs that could quickly close the distance through jumping or teleporting.
2 - Various Attacks
enemies should have multiple attacks, so their behavior isn't that predictable, this feature has been introduced in a only a few mobs, and mostly bosses, and it proved good.
for example, spiders may attempt to attack you directly, or jump and attack your top part, and they may attempt to sneak on you instead of directly going to you.
3 - Different fighting style
all mobs have the same fighting style, detect player? go ahead and attack!
how about a mob that actually wields a shield? yes, totally invulnerable, you'll need a different strategy in approaching them.
or a teleporting ranged mobs? just like the enderman wasn't annoying enough, these bastards keep attacking you from a distance and teleport away when you approach.
another thing, is flying mobs, this, combined with different ideas, can create countless unique mobs.
4 - Minibosses
ideas about minibosses are various, some may be neutral overworld mobs, which are optional to fight for their loot, some may be structure restricted, or actually just a buff mob that you'd be very unlucky to encounter.
the addition of mobs that are very difficult to fight, and require a counter strategy to fight them, not only normal mobs with high HP/damage values, could alone add a lot to combat fun.
_______________
Thanks for reading, ideas/criticism welcome, and i may add the new ideas to the main thread if they actually serve the purpose.
detailed information about items/mobs could be added in their own separated articles, and i will link them as examples into this thread (whether they are mine or not)
i know flame is fine the way it is, but it would be kinda confusing if both flaming arrows and the flame enchantment existed at the same time
maybe the replacement enchantment is an enhancement to flaming arrows? or an enhancement to elemental arrows in general?
about the ghost arrows, i think they are nerfed by being rare/expensive
about the minibosses, actually i struggled a lot just trying to come up with these 2 lines, well, all i wanted to say that i support minibosses for the sake of having something worth wasting your expensive resources at
recipes, stats and all that stuff return to balance and game testing, im here only suggesting the gameplay effect, the way the are going to implement it returns to the developers, also i want the focus to be mainly on the idea, if i added stats, people will start looking at this detail rather than whole idea, and criticize those details, basically, it'll change the context
Everything you say makes sense, and I love it, especially the point about the combat update introducing double wielding, but not doeblewielded combat. It's very well put together, so good job on that.
Here comes my own welcomed ideas/criticism.
Mechanics
1.
When I was designing characters for a mob arena, I heard double wielding was coming to minecraft, and i designed many cool features around this, but when it hid, it just disapointed me, because nothing would work.
The reason I want double wielding is because I want to be able to damage and knock back a group of enemy's with a sword swing, then single out individuals with a swift axe chop. Another thing I really want to do is having bane of anthropods on one sword, and smite on the other one, which was my idea for an assasin, and with double wielding that's possible.
But that's just melee. What if someone wanted to become a mobile machine gun what if someone wanted to kill enemies with a button click? not everything someone wants is good for game play, sorry i dont like the idea, maybe we can have a new ranged weapon that launched weaker projectiles quickly? with proper balance it would be nice, and carry 2 bows? it wouldn't makea whole lot of sense, but it would be awesome to hold down left mouse to charge one bow, and right mouse to charge the other. The drawback is that you can't melee a target like this, so you have to change weapons. Also can you not choose what arrows you use.
I'm personally not a big fan of this, but I can see many people enjoy it a lot.
Another idea I had was for a big bulldozer like guy, wielding two shields, so it's just walking around and tank everything while your team deals with the enemy's.
Ingame, the shields don't stack however, and I feel like wielding two shields should give you a full frontal covering, and knock back enemy's further when they attack you.
Also does it visually look odd, as one shield is held lower than the other.
2.
Shield bash sounds good to me, very nice.
I once found myself in a situation where I was cornered by 7 zombies, and more just kept coming in. I couldn't lower my shield to attack, because i'd die, and I had to wait untill my full shield was drained and broke.
To avoid situations like this, I suggest a change to the shield bash. If you quickly stop blocking and press mouse 2 again, you'll perform a shield bash without lowering your shield, so you can push back enemy's and perform a counter attack. Alternatively you could also press mouse one while blocking to perform a shield bash, because that'd be less complicated, and using your item already won't work while shielding in the first place.
I think you wont die if you just lower your shield for a split second to click it for a shield bang, also its more realistic that youll have to lower your shield to attack with it, i mean when you move your arm to hit with a shield thats a short duration of vulnerability . thought about clicking attack while blocking to perform shield bang, but this would go against attacking while holding block (using the spear)
Just a question: How much damage would this do?
as i said, i dont go into balance issues, its a tactical hit, not a damage dealing hit, so its not supposed to deal much damage, the exact amount isn't my concern
3.
Good point, but you may have to elaberate on the fact that you'd use A and D to turn, just like boats, instead of not being able to turn at all.
Also do I think you shouldn't be able to turn around fully in your saddle, but maybe more like a 240 degrees turn, which'd be enough.
Maybe you should also be able to saddle your horse with 2 saddles at the cost of armouring it, so you can have a friend who can turn 360 degrees in his saddle and cover your back. Horses are practically a boat on land, but why would that be a problem?
4.
I'm quite happy with how falling and attacking works right now, and since it's already more difficult to attack while in the air, running, the 'removed swing speed' is pretty unnecesarry. Also should sprinting and hitting something just knock them back further, instead of deal more damage, since you want to keep something like damage consistant. What i'm saying is, don't change chage attacks, they're already a thing. falling makes you deal double damage, sprinting increases knockback.
I do believe it could be improved while riding a horse however, since the angle at which you attack renders the extra knockback useless, so instead make you deal double damage while riding a horse and using melee, by making it so that you get the same effect as if you were falling and attacking. (particles included)
5.
Maybe you should be able to change what slots will go in your hands in the settings "not bad", or maybe it will automatically put your sword in one hand and a shield in the left hand (wont work, what if you have multiple swords? what if you want the axe? what if you don't want the shield along with the sword, there are many new options for the offhand in this thread, maybe you want dual wielding, etc..). If there's no sword or shield, it'll draw a bow if you have arrows on you, or any other tool if you don't have that either. Other than that, if you know how to use the quickdraw function, I think it could be a lifesaver.
6.
Arrow cycling seems unnecesarily confusing. It's probably much easier for anyone to put the bow in their left hand and use the hotbar to cycle through more quickly and controlled, while also keeping an eye on how much of each arrow you have left. Also do bowmen in reallife hold the bow in their off hand, so it also gives a sense of realism in minecraft.
This could however be improved. By using mouse two with your bow in your offhand and an arrow in your main hand, you'll use your bow to hit enemy's. Not only for even more realism, but also so you can utilize any melee enchantments on your bow (when coded on them)
Arrow cycling can still be suefull, but I think it should work more like this: When you have a bow in your hand it will put it in your offhand, and puts all the arrows in your inventory in your hotbar, when pressing a key assigned to it, maybe R as well, so it functions like this when holding a bow, but selects a sword and shield when holding any other item.
I agree its more realistic that you put the bow in your off-hand and arrows in your main hand, as well it makes cycling easier (since you can scroll with the mouse wheel), but the problem is that youll have to put all arrows in your hot bar, and thats a problem, while caving, i always have a weapon, a shield, a bow, torches, a bucket, a pickaxe, cobble (or any cheap block), food item...
if i also had to place arrows in my hot bar there wont be any space for them.
7.
Part damaging is extremely annoying in pvp, but when just applied to all other entities, I'm perfeclty fine with it.
the point is that players always go for the torso, because it's easiest to hit since it's so big. So you'll find a lot of broken arms, which is probably the most annowying one, since it slows your hits down, which makes swings incosistent and will hurt combat more than it helps it. So even if breaking legs and smashing skulls is added, stay away from changing anything with the arms. And when your legs do break, you should get a icon with a broken bone in your right hand corner, just like a potion effect, for as long as your legs are broken.
Also do I believe arrows should deal 150% damage against the head, but this won't stack with the bows regular critical hit, which occurs when a bow is fully charged.
Weapons:
1. Spear
I love it. I don't need any new wepons in the game, but this is a whole new mechanic, and it will be impactfull to say the least.
I do have one suggestion to make it stand out more as a battle weapon. Give it a special attack, like the axe can disable a shield, and the sword can hit multiple enemy's standing in a line next to each other, i think have the spear penetrate enemy's and hitting any foe behind your target as well will go nice with it's long range and defencive playstyle.
I think the extra attack range and attacking while blocking are two "special" attack features that already makes the spear way different from swords and axes, it doesn't need to penetrate targets, besides its unrealistic and over-powered.
but maybe as an enchantment, it could work.
2. Hand axe.
I assume you mean a tomahawk, as a hand axe is a prehistoric stone with two sharpened axes, just to clarify.
How to use it: when just holding the axe, mouse one will swing, mouse two will throw it. While double wielding, in main-hand it will function the same, in off-hand it will be thrown when mouse 2 is pressed.
I think the name tomahawk comes from the native american weapon, so no, not a tomahawk. whatever, the name isn't very important anyways.
also no it wont be thrown while in offhand, it should be used for dual wielding.
there should be a way to throw it while in offhand, not sure, maybe you hold a button or somthing
3. Blow darts.
Neat concept, but you'll also need a weapon to fire these, since just putting them in your mouth and spit won't work.
I'd say, add a completely new way to fire them. Hold mouse one, and above your EXP bar will be a horse jump-bar. The further you charge, the further the dart goes, but if it get's in the red end of the bar you'll inhale too much and swallow when you fire. When it reaches the end, you'll be forced to fire, consuming one blowdart and applying the effect to yourself. (Could be usefull when having a blowdart with a possitive effect)
yes you aren't blowing them with your mouth, the weapon is included with the dart it self, i decided to include the weapon in the dart rather than making a weapon that uses darts as ammo, is that -unlike bows- , you don't launch many darts, you only carry a small amount of darts (much like potions), so adding a weapon is needless and time consuming (because you'll have to draw the weapon then cycle between ammo types)
also, why the horse jump bar thingy? blow darts are launched with one blow, they don't even need charging, just right click and the dart goes at full speed
Arrow types
1. Flaming arrows.
They could be crafted using a piece of coal instead of flint (I actually thought of this recipe exactly, but decided to not include it, because as i said, the gameplay effect is more important to me than the details, if i included the recipe people will may criticize it, i only want them to criticize the mechanic it self), so they're less costly, but trade some direct damage for damage over time, so they're worse for fighting. They also come with the possibility (they always set things on fire) of setting things on fire, which is both an upside as well as a downside, so they're pretty balanced if you ask me, and also, unlike regular arrows, come from a renewable source, which is important, because skeletons won't supply you with them.
Also should they force a creeper to explode when hit.
it only sets them on fire, if fire makes them explode then yes
2. Diamond arrows
Diamonds are known for their toughness, and can be incredible sharp. Therefor I think that they shouldn't just deal more damage, but also penetrate armour completely, and not bounce off shields.
the bonus damage means more damage will go through armor, no need for armor penetration
Aside from diamond arrows, we could also have iron, gold and wooden arrows (just no). Every material up the ladder makes the arrow more powerfull and have a higher armor penetration. Wood and stone tipped arrows(flint) have no penetration, gold a little and iron medium. Wooden arrows are crafted replacing the flint with a stick, and appear longer, but deal close to no damage. iron deals more, and gold deals the same as stone, but has a small armor penetration as well.
I think this will be fairly balanced, and very minecrafty, as they focus on the same get better do better principal armour and tools follow.
Just like skeletons spawn with iron and golden armour, they should also spawn with golden and iron tipped arrows, to balance out the fact that zombies grow stronger than skeletons, as they also get to use stronger tools, while the skeletons will always have the same bow.
3. split arrows.
I love the idea, and I feel like you should be able to craft them by combining arrows, no matter what type. This means you can shoot 5 different effect arrows and see what you'll get, or use fire arrows to light a big group of enemy's on fire at once. The main downside of using these split arrows is obviously that you run out of ammo much quicker.
i think this will be bad, split arrows are weaker and have less range than normal arrows, and they are supposed to be weaker than normal arrows, they are only used situationally , their downside is that they are weaker and less accurate, when you find a skeleton spawner and have 9 stacks of arrows, running out of arrows will be your least concern that moment, the "downside" you mentioned would be obsolete the same time you had a ×5 times stronger arrows, which makes you always use them, which isnt something i want to see
4. The ghost arrows shouldn't be rare or weaker to be balanced, they should be buffed a bit.
Since they travel through blocks, it would also make sense if they'de travel to shields, the main counter to arrows.
The obvious but still hidden downside is also its upside: it travels through blocks. Once you fire your arrow, it's gone. It'll just fall through the world untill it disapears, whether you hit something or not. I guess you can call it a high risk high reward, because you can shoot from behind cover, but are likely to miss because of this, and you'll have wasted your arrow.
5. The duration of the freeze should be dependant of the charge, so people won't spam them in pvp and demobilize entire army's.
Also should stray skeletons use and drop these, instead of the slowing arrows.
if the arrows were rare and expensive, it wont be spammed anyway, also i said that the duration is dependent on the target, players have a very low duration to avoid the problem you just mentioned.
6. Amplifier arrows.
i have nothing to add to this, but I wonder how one would craft these again not my job, if the entire thread was dedicated to those arrows then yes ill list every detail on them, but here im talking about the gameplay, not this detail, as it has to be very different from the potion of weakness tipped arrows. They have different effects, one weakening ones defense, the other one weakening ones offense, but they are used in the same manner and will have a similar outcome from a battle.
So far the criticism, now come the ideas:
Enchantments:
All tools should be able to get sword enchantments through enchantment books, even in survival. Players have different fighting syles, but enchantments focus on improving this or adding new styles of fighting. It'd bring agreat variety in people choice in tools if enchantments would be universal for tools.
This would also mean that swords could get efficienty or luck, and i don't mind seeing swords being able to cut melons and cobwebs a lot faster than they're supposed to. It's not that people crave to do this, but it adds consistency to the game and gives people more choice, which is important.
You may argue that since swords have an enchantment that improves it's special ability, axes shoul also get an enchantment to improve the shield breaking ability, but it may surprise you to hear efficienty already increases the chance to disable an enemy shield, so adding another enchantment to do the same is not necesarry.
The fishing rod should also be able to get bow enchantments.
infinity: no durability is drained when hooking a target.
punch: pull force increases significantly.
flame: hooking someone sets them on fire.
Power: increases the hooks damage (And allows it to deal damage)
Tomahawks would be able to get both bow as well as tool enchantments, but things like flame and fire aspect won't go together, nor would punch and knockback, or power and sharpness, so when enchanting you either get a good melee weapon or a good throwable.
Spears get a new variation of sweeping edge, so they'll deal more damage to targets behind your first target.
Shields should get all the armour torso part enchantmenst as well. Different enchantments that give different resistances make it so that the shield'd durability drains slower to that damage type.
Spikes make it so that the attacker takes damage.
Horse armour should get every armour enchantment, and should be reworked to give the horse more resistence, rather than more HP.
Bows should be able to get a Aqau Affinity so that arrows don't drop immediatly to the seafloor after being fired.
Enchantment books should also display what effect an enchantment has, so people don't apply them for the wrong reason, wasting an enchantment book.
Ability's:
Aside from the sword and axe, all tools should have a function in battle, and thereby a special ability.
Pickaxe: Armour penetration, increases with higher qaulity materials. (They're meant for breaking ores, and what's armour made out of? ore) efficiëncy also increases the armour penetration.
Shovel: concusion; hit an enemy to briefly disable his attack and movement, hitting someone in the head will ad a 50% chance of this happening. (You'd be knocked out as well if you get a shovel to the head.) efficiëncy highers the chance for this to happen as well.
Hoe: scythe attack; same as the sweep attack, but parts hit on one enemy will also be hit on the enemy's next to them, which swords shouldn't be able to do. The scythe ability can be used in partnership with the hoe's rapid swing speed but low damage, to quickly demobilize swarms of enemy's by getting their legs.
Shears: right click on an enemy wielding a bow to drop a string and turn the bow in 1 to 3 sticks, depending on it's durability. Shields are no loner the only way to deal with those darn incredibly annoying skeletons!
Fishing rod: Has a small change of pulling the item a hooked enemy was holding. Efficiënty highers the chance for this to happen.
Arrow types:
Ender arrow: Replace flint with an enderpearl to get ender arrows. Function the same as regular enderpearls, but can be fired from a bow to travel much further.
Explosive arrows: Deal less direct damage, but also deal explosive damage. Also blow up blocks, although less than tnt, they're still usefull for sieging a castle. combine an arrow with a piece of gunpowder to craft one.
Sonar arrow: combine a spectral arrow with a ghost arrow to get one or two sonar arrows. Applies the visible effect to any entity in a big radius around the spot the arrow hit, the area doesn't care for any blocks, so you cabn reveal anyone standing behind cover.
Torch arrow: Hold a torch in your hand while firing a bow to use the torch as ammo. Places a torch where it lands. Remains an entitie if no torches could be placed. Allows you to place torches on hard to reach places, or to light up caves or forests at night, but deals close to no damage.
Redstone torch arrow: Hold a redstone torch while firing a bow to use redstone torches as ammo. Places a redstone torch where it lands. Remains an entitie if no torches could be placed, but also powers redstone where it lands.
Can be used to set off traps from afar, or to check out if a redstone system works.
Firework arrow: Hold firework in your hind while firing a bow, or when out of arrows, to use firework. They'll function like regular fireworks, traveling a distance before exploding and dealing a little bit of damage, but they'll also explode on contact with a creature. Also do they have no arc, meaning they won't fall down. They'll keep moving in the direction you fired them untill they explode.
Meatshots:
put a wooden arrow and any type of meat together in a crafting grid to get one meatshot. They deal the same damage as a wooden arrow, but attract and agro wild wolves towards your target in a radius of 100 blocks. Pretty gimmicky, but pulling off using it will be soooo satisfying.
I think that tipped arrows are way to expensive, except for the slowness ones, which can be easilly be obtained by killing strays.
Becasue of this, I think the recipe should be changed. instead of having to use a lingering potion, a regular potion will do.
Explosive tipped arrows: When using a splash potion instead of a regular one while crafting, you get explosive tipped arrows. These arrows have less explosive range than regular splash potions, but can be thrown much further distances.
Lingering arrows: use a lingering potion while crafting. A small area will be covered in potion for a duration of time wherever the arrow lands.
Punch arrow: Instead of flint, use a piece of wool to get 4 punch arrows. They look like a boxing glove on a stick with feathers. When you hit someone wit it, it deals no damage, but bounces of the target, knocking them back with the strenght of a punch II bow.
Great for area control, or getting your target in position.
Pets:
Dogs should wander much further of, and attack enemy mobs by themselves, instead of when either you attack them, or they attack you. They're better at what they're supposed to do, large groups of dogs no longer clutter around you and attacks aren't as precise. Dogs function more as protection than as a weapon.
Putting a dog on a leash and a fence should disable their teleport, so together with them attacking all hostile mobs you can now get yourself a gaurddog for your home
The sweeping edge ability from your sword(and hoe) shouldn't hit your own tames.
When riding a pig, you should be able to open their inventory to take of the saddle, which will automatically dismound you, or give them a helmet. this will higher their armour points, and allow them to do a charge attack: When riding at a high enough speed, simply run into an enemy to knock them away and deal damage.
Also do pigs feel more personal like this. If they could be tamed like dogs, seeing how they're already so cute, they'd probably replace all mounts and pets in minecraft.
You shouldn't be able to hit your mount with an arrow.
Other features:
Bring back sword blocking, it was a great way to take some damge, and could be used to balance out battles between someone with one sword against someone with 2, as one has more dps, and the other has more defence, but using ashield is still a direct upgrade.
Also was sword blocking a way to show comradeship and a way to make truces without having to go into the chat and most likely get killed becuase of it. Blocking with your shield just feels more like 'çome at me bro'.
Camouflage armour: take any piece of armour and put 8 leaves, flowers, cactii, grass or ferns around it to get camouflage. You can still see what armour pieces a enemy is wearing, because their armour is only covered partially in leaves, and the parts that are covered have the leaves on a second layer, so a lot of armour is still showing.
What to use this armour for is, when you have a full set, you can hold shift and not move for a while to become 2 blocks of leaves/ a block of double tall grass/ ferns/ flowers/ 2 a block tall cactii.
These are more like ghost blocks, as they have no hitbox.
You can still be seen, but you're see through and hidden inside a block, so it's fairly difficult to been spot.
once disquised, you can release shift, and if you walk out of the blocks they'll disapear and you can attack unsuspecting targets. By holding shift you make sure you can still move around, but you can't accidentally leave the blocks you're standing in and give yourself away.
Perfect for ambushes.
Splash bottle of water and a lingering potion of water.
Only damage blazes and enderman.
ill read your ideas later, your reply (although i didnt agree with many of it) was big and helpful, thanks for that.
size=36px]Combat overhaul
when 1.9 was announced, i was super excited for it, as it was supposed to add mechanics and forever alter the gameplay in the game for better, however, for my disappointment it didn't; unlike many people i actually liked the attack speed mechanic and i think it actually improved the combat system, however, the additions in 1.9 related to combat are too little to name the whole update "Combat update"
in this thread I would like to suggest and discuss an overhaul to the combat system, something to make fighting (mobs and PvP) a fun process. the primary elements that this overhaul will be revolving around are : Choice, Difficulty, and Mechanics
starting off : 1 - Choice Choice is what puts the difference between a "game" and "interactive multimedia" ; if you didn't have choice in the actions you are doing then its not a game. currently Combat in minecraft has so little choices, combat is linear, which means you always do the same thing, kite the enemies, attack when the attack bar gets refilled, block arrows with the shield, no matter how many enemies, its always the same. as well there's so little choice in the gear you take with you, as the weapons are few, and not versatile. Yeah. More choices, and combat will be more than just stats and a little skill. Good.
juicy mechanics aren't the only thing that make fighting interesting, choice takes an equal if not larger part. 2 - Difficulty as long as the enemies are so predictable, no matter how deep the choices and how active are the mechanics, they have no effect in making combat more fun; since you won't need to use any of the new features and you'll stick to kiting and attacking mechanics. Yeh. They only add this to bosses. Zombies are boring. OK. 3 - mechanics combat shouldn't be only a strategic choice, but the process it self should be fun, and thats where the difference between good mechanics and bad mechanics is. Not sure. what mechanics? Ideas on how to make combat more fun and challenging
these are just possible ideas, i'm not going deep into the details (such as crafting recipes and exact damage values) , this isn't a wishlist, the main idea is to add up to Choice, Difficulty and Mechanics in combat in minecraft, these ideas are examples on how to solve the problem. OK.
Mechanics 1 - Dual wielding
you know something is missing when dual wielding has been introduced in the "combat update" but you can't use it to dual wield weapons. if dual wielding was considered somehow "Overpowered" , removing it isn't a proper solution to the problem.
when a weapon (any item that increases damage) is equipped in the offhand, right clicking attacks with it, however, if both hands are equipped with weapons, they both receive an increase to attack cooldown. so overall dual wielding increases your DPS, but it doesn't actually double it, because the weapons attack slower than when wielded alone. My suggestion is both weapons attack when left clicked, and, your dominant hand always prioritized if it has full recovery. if the dominant hand sword is recovering, the offhand will take it's place, and they have separate attack recovery, and you can only recover one of them at a time. Your idea is OK.
this idea adds a choice in combat, will you go for a defensive shield? or a more offensive dual weapons? Currently the offensive dual weapons is, well, sword and bow. currently the only choice is shields, but with dual wielding (and other ideas listed below that could occupy the offhand) you'll have a plenty of choices, each with its own uses, advantages and disadvantages to be used in the offhand too much offhand uses, isn't it? 2 - Shield bang
attacking with the shield works differently from other attacks, the shield has the slowest attack speed in the game, but its attack has got a slightly stronger knockback and stuns enemies for a short time, as well it can block an attack if it came in the exact moment the attack was made, the attack drains from the shields durability. if the shield was equipped in the offhand slot, you can perform the bang by right clicking, and you can block by holding right click. I prefer shield dash, and, bang & block is right click? I want bang to be left click. 3 - Horse combat
While riding a horse, looking left or right should't rotate the horse, so you can attack enemies at your sides from your horse back Not comfortable for horse racing. 4 - Charge attack
your current movement speed adds up to your attack, which means sprinting or attacking while falling deals extra damage, currently attacking while falling deals extra damage: critical hit. however, this attack has got a slower attack speed. attacking while on a horse benefits greatly from this as the horse moves much faster than your feet. Eh? more horses? 5 - Quickdraw
by pressing R, immediately draw the item in your ninth slot and put the item in your eight slot in your offhand. This will reduce the advantage of ambush attack. usually, when ambushing unexpecting enemy, he/she will fight back with the wrong item if he/she aren't battle ready. ambush is a strategy, and you said before that you want the combat to be more strategical. 6 - Arrow cycling
once you draw your bow, normal arrows are immediately placed in your offhand slot, and you can cycle between other arrow types by clicking CTRL. yes this also means you can't use other items in the offhand while using the bow, as well the bow can't be used from the offhand. Too easy. also reduce the advantage of ambush. 7 - Part Damaging
attacking the head deals extra damage, attacking the feet deals less damage, but cripples target (slows him) if enough damage was dealt to the feet, attacking hands deals less damage but slows their attack speed if enough damage was dealt to that hand. some mobs with extraordinary parts may have special weak points or different negative effects on attacking their various parts for example, spiders has so many feet which means its very difficult to slow them down by attacking their feet, as well they have no hands which means you can't weaken them. It may be good in some games, but this is too complicated? Items Weapons 1 - spear the spear has a different attack mechanic than other weapons. attacking with the spear has a very long time to perform the attack compared to other weapons, but when you get in setup mode (by holding right click), you can perform attacks quickly, however, during setup mode movement and turn rate are slowed. the spear deals less damage than the sword, but attacks faster (while in setup mode) and has a longer reach. which means you can attack enemies before they get in their melee range. when a shield is equipped in the offhand slot, holding right click both puts the spear in setup mode and the shield in block mode, and you can attack during block. Too versatile? setup mode?
the spear serves as a rather a defensive option than the other weapons, since it has a longer reach, and it works in harmony with the shield, however its on a disadvantage on the offensive side, as it requires a sentry position to work properly. Too defensive,, I just like the longer reach thing. 2 - hand axe the hand axe is faster and slightly weaker than the sword, and it features a special ability : "throwing" . hold right click to charge the attack then release to perform a short ranged attack, the axe can be retrieved by right clicking it while its on the enemy or the ground What I feared if I use this in PvP and throw this, and my enemy runs away and I lose my hand axe. 3 - Blow dart Blow darts are crafted for a cheap recipe, then can be placed instead of glass bottles in the brewing stand, creating a full effect launchable potion projectile. the blow dart is different from tipped arrows, they deal no damage, which means they can be used with positive effects. Needs blowpipe too. I see this as "splash potions with longer range". Arrow Types
with the combat update, we got a whole new system for arrow types, however all we got is potion tipped arrows ( which you never use because there aren't mobs worth wasting these arrows on ) and the useless (yet awesome) spectral arrow. Useless? They can be used to track down your enemy. However, yeah you're right, mobs are too worthless to get spectral arrow.
Both "Arrow types" and "enchantments" add new properties to your arrows and buff bows, so why would we make some effects achieved through enchantments and others achieved through Arrow types?
the main difference is that Arrow types are optional, which means you can choose when to use them, while enchantments effect is applied to all of your arrows. this means that effects that are always useful should be added as enchantments, for example increase missile speed, while effects that are not always useful, and made for utility use should be added as arrows types so you can decide when you want that effect and when you don't, for example : arrows that destroy blocks, you may want to destroy blocks with arrows, but sometimes you don't so this effect should be introduced as an arrow type. Eh? feels weird about this...
the second difference is that Arrows are limited, which means we can bind the powerful effects to specific rare or expensive arrow types for the sake of balance, while enchantments apply their bonus on all of your arrows. for example, arrows that go through blocks are way too powerful to have as an enchantment, as this means you can just build walls and spam launching arrows from behind them, but if this effect was limited to specific expensive arrows makes their usage strategic and not actually over powered. 1 - Flaming arrows
quite different from FLAME enchantment, flaming arrows deal less impact damage than normal arrows, but they set enemies/blocks they hit on fire,
they are less useful than normal arrows in terms of damage, but they have different uses :
- Siege : these arrows allows igniting structures from a distance, and the fire may spread, which allows destroying structures with a load of these arrows.
- Lighting : want to explore a very dark cave but you need light before you approach? launch a fire arrow and the fire will provide temporary light for you to see and go inside to place a torch.
- destroy equipment : since armor/shields lose durability for every damage instance and not for the amount of damage, multiple damage instances remove much more durability from enemy equipment. Too much uses? Siege is too annoying when, like, someone with golden armors attacks you in your tree farm, and you think, "G-armors are fragile, let's use flaming arrow!" and you end up burning all of your trees.
the FLAME enchantment should be removed and replaced with another enchantment.
2 - Diamond arrows
simply replace the flint with a diamond for a more expensive more powerful arrow. A fully charged shot from an unenchanted bow is already painful, and diamond arrows will be heartpiercing. but I think diamond arrow won't have much use, because unlike diamond sword, that is very reusable, diamond arrow is not.
3 - split arrows
fire multiple, inaccurate, weaker arrows.
good against large hordes of enemies. woo. like a shotgun. also good for those who don't have good accuracy. good, good.
4 - ghost arrows
ghost arrows pierce through blocks to hit enemies from behind walls, they disappear after a duration of travelling.
could be used for sneak attacks, or to kill enemies from behind cover if in in low HP eeh, too haunting, and could be backfire if you're in a situation where you ally is fighting you enemy, and you want to sneak attack and shoot this behind a block, and you end up killing your ally because you can't see your enemy.
5 - Frost arrows
Frost arrows completely disable hit target, turning them into ice, the larger the enemy, the shorter duration it takes.
the recipe for frost arrows is rather expensive and very limited, and they can be found as rare loot in some dungeon/structure chests for it's rarity, it's ok.
6 - Amplifier arrow
the amplifier arrow applies a buff that amplifies all damage target receives for a period of time. huh? looks too flat.
Utility Items
1 - smoke bomb
thrown at a short range, the smoke bomb emits blinding particles in its landing area, blocking player/mob vision, allowing for a secure escape from combat blocking mob vision won't make them unable to target you. try blindness on a zombie and it will still chase you and villagers. maybe make it alter the mob's AI so it's detection range reduced to zero. temporarily.
2 - illusion orb
works like the illusioners ability, and may possibly be a drop from that mob. Not so useful, because other players can still know roughly where you are, or at least know you're there. plain invisibility is better for stealth than this.
Danger many people would argue that making the game more difficult could be less appealing to casual players, however, the games difficulty has increased several times through the past updates (witches, skeleton buff, strays...) , and that didn't make a problem. some may also suggest the addition of a new hardcore mode for hardcore players and keep the old one for casuals, regardless of these arguments, for proper use of the new combat system and the new choices, enemies should pose more threat to the player.
I'm not going to suggest specific mobs, as that would be a wishlist, but i'm going to suggest ideas that could be used in the creation of new mobs / editing current ones. I'm happy that you could consider the danger. 1 - No Kiting to solve the absurd kiting mechanic in minecraft, the simple solution is to add enemies that are faster than the player, or mobs that attempt to sneak on him, or mobs that could quickly close the distance through jumping or teleporting. 2 - Various Attacks enemies should have multiple attacks, so their behavior isn't that predictable, this feature has been introduced in a only a few mobs, and mostly bosses, and it proved good. for example, spiders may attempt to attack you directly, or jump and attack your top part, and they may attempt to sneak on you instead of directly going to you. 3 - Different fighting style all mobs have the same fighting style, detect player? go ahead and attack! how about a mob that actually wields a shield? yes, totally invulnerable, you'll need a different strategy in approaching them. or a teleporting ranged mobs? just like the enderman wasn't annoying enough, these bastards keep attacking you from a distance and teleport away when you approach. another thing, is flying mobs, this, combined with different ideas, can create countless unique mobs. 4 - Minibosses ideas about minibosses are various, some may be neutral overworld mobs, which are optional to fight for their loot, some may be structure restricted, or actually just a buff mob that you'd be very unlucky to encounter.
the addition of mobs that are very difficult to fight, and require a counter strategy to fight them, not only normal mobs with high HP/damage values, could alone add a lot to combat fun. These 4 definitely would be OK, but because you aren't specific, no specific respond. _______________
Thanks for reading, ideas/criticism welcome, and i may add the new ideas to the main thread if they actually serve the purpose. detailed information about items/mobs could be added in their own separated articles, and i will link them as examples into this thread (whether they are mine or not)
OK. What I like most from your ideas is the mobs unpredictability. Thanks for give me a long suggestion for me to respond. I like to respond long suggestion like this, but sadly there's only a little of them in this forum.
when 1.9 was announced, i was super excited for it, as it was supposed to add mechanics and forever alter the gameplay in the game for better, however, for my disappointment it didn't; unlike many people i actually liked the attack speed mechanic and i think it actually improved the combat system, however, the additions in 1.9 related to combat are too little to name the whole update "Combat update"
in this thread I would like to suggest and discuss an overhaul to the combat system, something to make fighting (mobs and PvP) a fun process. the primary elements that this overhaul will be revolving around are : Choice, Difficulty, and Mechanics
starting off :
1 - Choice[/b] Choice is what puts the difference between a "game" and "interactive multimedia" ; if you didn't have choice in the actions you are doing then its not a game. currently Combat in minecraft has so little choices, combat is linear, which means you always do the same thing, kite the enemies, attack when the attack bar gets refilled, block arrows with the shield, no matter how many enemies, its always the same. as well there's so little choice in the gear you take with you, as the weapons are few, and not versatile. Yeah. More choices, and combat will be more than just stats and a little skill. Good.[/b]
juicy mechanics aren't the only thing that make fighting interesting, choice takes an equal if not larger part.
2 - Difficulty[/b] as long as the enemies are so predictable, no matter how deep the choices and how active are the mechanics, they have no effect in making combat more fun; since you won't need to use any of the new features and you'll stick to kiting and attacking mechanics. Yeh. They only add this to bosses. Zombies are boring. OK.[/b]
3 - mechanics[/b] combat shouldn't be only a strategic choice, but the process it self should be fun, and thats where the difference between good mechanics and bad mechanics is. Not sure. what mechanics?[/b]
Ideas on how to make combat more fun and challenging[/b]
these are just possible ideas, i'm not going deep into the details (such as crafting recipes and exact damage values) , this isn't a wishlist, the main idea is to add up to Choice, Difficulty and Mechanics in combat in minecraft, these ideas are examples on how to solve the problem. OK.[/b]
Mechanics
1 - Dual wielding[/b]
you know something is missing when dual wielding has been introduced in the "combat update" but you can't use it to dual wield weapons. if dual wielding was considered somehow "Overpowered" , removing it isn't a proper solution to the problem.
when a weapon (any item that increases damage) is equipped in the offhand, right clicking attacks with it, however, if both hands are equipped with weapons, they both receive an increase to attack cooldown. so overall dual wielding increases your DPS, but it doesn't actually double it, because the weapons attack slower than when wielded alone. My suggestion is both weapons attack when left clicked, and, your dominant hand always prioritized if it has full recovery. if the dominant hand sword is recovering, the offhand will take it's place, and they have separate attack recovery, and you can only recover one of them at a time. Your idea is OK.[/b]
[b]Thought of this, but if the two weapons had two different uses, you may want to decide which one to use exactly, so im sticking with the rightclick thing, anyways if you carry two weapons then the rightclick is not occupied.[/b]
this idea adds a choice in combat, will you go for a defensive shield? or a more offensive dual weapons? Currently the offensive dual weapons is, well, sword and bow the sword and bow are a different thing.[/b] currently the only choice is shields, but with dual wielding (and other ideas listed below that could occupy the offhand) you'll have a plenty of choices, each with its own uses, advantages and disadvantages to be used in the offhand too much offhand uses, isn't it? whats too much? they are very little[/b]
2 - Shield bang[/b]
attacking with the shield works differently from other attacks, the shield has the slowest attack speed in the game, but its attack has got a slightly stronger knockback and stuns enemies for a short time, as well it can block an attack if it came in the exact moment the attack was made, the attack drains from the shields durability. if the shield was equipped in the offhand slot, you can perform the bang by right clicking, and you can block by holding right click. I prefer shield dash, and, bang & block is right click? I want bang to be left click.[/b]
[b]i mentioned that the bang is performed by attacking (left click) , but if you were wielding the shield in the offhand and a weapon in the main hand, left click should be used for the weapon attack, while right click is for the block, so thats why i came with this mechanic.[/b]
[b]also do you care to explain what is shield dash?[/b]
3 - Horse combat[/b]
While riding a horse, looking left or right should't rotate the horse, so you can attack enemies at your sides from your horse back Not comfortable for horse racing.[/b]
4 - Charge attack[/b]
your current movement speed adds up to your attack, which means sprinting or attacking while falling deals extra damage, currently attacking while falling deals extra damage: critical hit.[/b] however, this attack has got a slower attack speed. attacking while on a horse benefits greatly from this as the horse moves much faster than your feet. Eh? more horses?[/b]
5 - Quickdraw[/b]
by pressing R, immediately draw the item in your ninth slot and put the item in your eight slot in your offhand. This will reduce the advantage of ambush attack. usually, when ambushing unexpecting enemy, he/she will fight back with the wrong item if he/she aren't battle ready. ambush is a strategy, and you said before that you want the combat to be more strategical.[/b]
[b]it just made drawing weapons easier, instead of clicking on the hot bar to quickly draw, we just moved the button a bit closer.[/b]
[b]i dont get your point[/b]
6 - Arrow cycling [/b]
once you draw your bow, normal arrows are immediately placed in your offhand slot, and you can cycle between other arrow types by clicking CTRL. yes this also means you can't use other items in the offhand while using the bow, as well the bow can't be used from the offhand. Too easy. also reduce the advantage of ambush.[/b]
[b]what do you mean by too easy? cycling arrows is too annoying, if you put the bow in the off hand and the arrows in main hand, youll occupy most slots by the various arrows, and if you put the bow in the main hand and arrows in the offhand youll have to open inventory to cycle them. it just makes an annoying task easy, and i said my opinion about ambush above[/b]
7 - Part Damaging[/b]
attacking the head deals extra damage, attacking the feet deals less damage, but cripples target (slows him) if enough damage was dealt to the feet, attacking hands deals less damage but slows their attack speed if enough damage was dealt to that hand. some mobs with extraordinary parts may have special weak points or different negative effects on attacking their various parts for example, spiders has so many feet which means its very difficult to slow them down by attacking their feet, as well they have no hands which means you can't weaken them. It may be good in some games, but this is too complicated?[/b]
[b]might agree with you[/b]
Items
Weapons[/b]
1 - spear[/b] the spear has a different attack mechanic than other weapons. attacking with the spear has a very long time to perform the attack compared to other weapons, but when you get in setup mode (by holding right click), you can perform attacks quickly, however, during setup mode movement and turn rate are slowed. the spear deals less damage than the sword, but attacks faster (while in setup mode) and has a longer reach. which means you can attack enemies before they get in their melee range. when a shield is equipped in the offhand slot, holding right click both puts the spear in setup mode and the shield in block mode, and you can attack during block. Too versatile? the spear has only two different properties, long range and attack while blocking setup mode? yes , its when spear men take guard behind their shields and point the spear forward to get ready to attack, while moving their spear is pointed upwards for easier movement, so attacking without "setup mode" takes longer time[/b]
the spear serves as a rather a defensive option than the other weapons, since it has a longer reach, and it works in harmony with the shield, however its on a disadvantage on the offensive side, as it requires a sentry position to work properly. Too defensive,, I just like the longer reach thing. the idea is that different weapons should have different uses, not just different properties, if the spear was like a sword just with extra range the sword would be ignored, also i want the iconic minecraft sword to always remain the primary weapon in the game, other weapons are tactical choices.[/b]
2 - hand axe[/b] the hand axe is faster and slightly weaker than the sword, and it features a special ability : "throwing" . hold right click to charge the attack then release to perform a short ranged attack, the axe can be retrieved by right clicking it while its on the enemy or the ground What I feared if I use this in PvP and throw this, and my enemy runs away and I lose my hand axe. so? you lost 2 pieces of iron?[/b]
3 - Blow dart[/b] Blow darts are crafted for a cheap recipe, then can be placed instead of glass bottles in the brewing stand, creating a full effect launchable potion projectile. the blow dart is different from tipped arrows, they deal no damage, which means they can be used with positive effects. Needs blowpipe too. no it doesn't, darts (unlike arrows) are carried in small amounts because they are used strategically, so if we added a blow dart just for the 2 darts you have in your inventory that'll be too much, the blow dart is included with the dart i say, for the sake of gameplay I see this as "splash potions with longer range". longer range and have the full effect on one enemy rather than reduced effect on a number of enemies[/b]
Arrow Types[/b]
with the combat update, we got a whole new system for arrow types, however all we got is potion tipped arrows ( which you never use because there aren't mobs worth wasting these arrows on ) and the useless (yet awesome) spectral arrow. Useless? They can be used to track down your enemy. However, yeah you're right, mobs are too worthless to get spectral arrow. they may be useful in multiplayer, but still very little use, if the duration increased maybe it'll be worth it[/b]
Both "Arrow types" and "enchantments" add new properties to your arrows and buff bows, so why would we make some effects achieved through enchantments and others achieved through Arrow types?
the main difference is that Arrow types are optional, which means you can choose when to use them, while enchantments effect is applied to all of your arrows. this means that effects that are always useful should be added as enchantments, for example increase missile speed, while effects that are not always useful, and made for utility use should be added as arrows types so you can decide when you want that effect and when you don't, for example : arrows that destroy blocks, you may want to destroy blocks with arrows, but sometimes you don't so this effect should be introduced as an arrow type. Eh? feels weird about this... care to explain? i just explained the basis of game design on this matter, whats weird about this?[/b]
the second difference is that Arrows are limited, which means we can bind the powerful effects to specific rare or expensive arrow types for the sake of balance, while enchantments apply their bonus on all of your arrows. for example, arrows that go through blocks are way too powerful to have as an enchantment, as this means you can just build walls and spam launching arrows from behind them, but if this effect was limited to specific expensive arrows makes their usage strategic and not actually over powered.
1 - Flaming arrows[/b]
quite different from FLAME enchantment, flaming arrows deal less impact damage than normal arrows, but they set enemies/blocks they hit on fire,
they are less useful than normal arrows in terms of damage, but they have different uses :
- Siege : these arrows allows igniting structures from a distance, and the fire may spread, which allows destroying structures with a load of these arrows.
- Lighting : want to explore a very dark cave but you need light before you approach? launch a fire arrow and the fire will provide temporary light for you to see and go inside to place a torch.
- destroy equipment : since armor/shields lose durability for every damage instance and not for the amount of damage, multiple damage instances remove much more durability from enemy equipment. Too much uses? Siege is too annoying when, like, someone with golden armors attacks you in your tree farm, and you think, "G-armors are fragile, let's use flaming arrow!" and you end up burning all of your trees. if you burn your own trees you are an idiot, also it takes one arrow on every tree to burn it down, and itll take a long time you could turn it off[/b]
the FLAME enchantment should be removed and replaced with another enchantment.
2 - Diamond arrows[/b]
simply replace the flint with a diamond for a more expensive more powerful arrow. A fully charged shot from an unenchanted bow is already painful, and diamond arrows will be heartpiercing. but I think diamond arrow won't have much use, because unlike diamond sword, that is very reusable, diamond arrow is not. yes, thats the thing, you waste a very precious material on ammo (which is consumed upon usage) to get increased damage, also swords will break on use
[/b]
3 - split arrows[/b]
fire multiple, inaccurate, weaker arrows.
good against large hordes of enemies. woo. like a shotgun. also good for those who don't have good accuracy. good, good.[/b]
4 - ghost arrows[/b]
ghost arrows pierce through blocks to hit enemies from behind walls, they disappear after a duration of travelling.
could be used for sneak attacks, or to kill enemies from behind cover if in in low HP eeh, too haunting, and could be backfire if you're in a situation where you ally is fighting you enemy, and you want to sneak attack and shoot this behind a block, and you end up killing your ally because you can't see your enemy. as i said, if it backfires, its your fault, in fact im happy that some weapons can back fire if you dont use them properly[/b]
5 - Frost arrows[/b]
Frost arrows completely disable hit target, turning them into ice, the larger the enemy, the shorter duration it takes.
the recipe for frost arrows is rather expensive and very limited, and they can be found as rare loot in some dungeon/structure chests for it's rarity, it's ok.[/b]
6 - Amplifier arrow[/b]
the amplifier arrow applies a buff that amplifies all damage target receives for a period of time. huh? looks too flat. you just hit someone with the arrow and charge on them with stronger attacks, yes its flat but its useful[/b]
Utility Items[/b]
1 - smoke bomb[/b]
thrown at a short range, the smoke bomb emits blinding particles in its landing area, blocking player/mob vision, allowing for a secure escape from combat blocking mob vision won't make them unable to target you ???!. try blindness on a zombie and it will still chase you and villagers well maybe because the developers didn't implement that??. maybe make it alter the mob's AI so it's detection range reduced to zero. temporarily. yes thats what i want, it adds something to mob AI, they cant see through the smoke, so they lose you.[/b]
2 - illusion orb[/b]
works like the illusioners ability, and may possibly be a drop from that mob. Not so useful, because other players can still know roughly where you are, or at least know you're there. plain invisibility is better for stealth than this. have you tried fighting the illusioner? hes a pain in the ass, plain invisiblity is a whole different thing, you can't compare these two[/b]
Danger
many people would argue that making the game more difficult could be less appealing to casual players, however, the games difficulty has increased several times through the past updates (witches, skeleton buff, strays...) , and that didn't make a problem. some may also suggest the addition of a new hardcore mode for hardcore players and keep the old one for casuals, regardless of these arguments, for proper use of the new combat system and the new choices, enemies should pose more threat to the player.
I'm not going to suggest specific mobs, as that would be a wishlist, but i'm going to suggest ideas that could be used in the creation of new mobs / editing current ones. I'm happy that you could consider the danger.[/b]
1 - No Kiting[/b] to solve the absurd kiting mechanic in minecraft, the simple solution is to add enemies that are faster than the player, or mobs that attempt to sneak on him, or mobs that could quickly close the distance through jumping or teleporting.
2 - Various Attacks[/b] enemies should have multiple attacks, so their behavior isn't that predictable, this feature has been introduced in a only a few mobs, and mostly bosses, and it proved good. for example, spiders may attempt to attack you directly, or jump and attack your top part, and they may attempt to sneak on you instead of directly going to you.
3 - Different fighting style[/b] all mobs have the same fighting style, detect player? go ahead and attack! how about a mob that actually wields a shield? yes, totally invulnerable, you'll need a different strategy in approaching them. or a teleporting ranged mobs? just like the enderman wasn't annoying enough, these bastards keep attacking you from a distance and teleport away when you approach. another thing, is flying mobs, this, combined with different ideas, can create countless unique mobs.
4 - Minibosses[/b] ideas about minibosses are various, some may be neutral overworld mobs, which are optional to fight for their loot, some may be structure restricted, or actually just a buff mob that you'd be very unlucky to encounter.
the addition of mobs that are very difficult to fight, and require a counter strategy to fight them, not only normal mobs with high HP/damage values, could alone add a lot to combat fun. These 4 definitely would be OK, but because you aren't specific, no specific respond.[/b] _______________
Thanks for reading, ideas/criticism welcome, and i may add the new ideas to the main thread if they actually serve the purpose. detailed information about items/mobs could be added in their own separated articles, and i will link them as examples into this thread (whether they are mine or not)
when 1.9 was announced, i was super excited for it, as it was supposed
to add mechanics and forever alter the gameplay in the game for better,
however, for my disappointment it didn't; unlike many people i actually
liked the attack speed mechanic and i think it actually improved the
combat system, however, the additions in 1.9 related to combat are too
little to name the whole update "Combat update"
in this thread I would like to suggest and discuss an overhaul to the
combat system, something to make fighting (mobs and PvP) a fun process.
the primary elements that this overhaul will be revolving around are :
Choice, Difficulty, and Mechanics
starting off :
1 - Choice Choice is what puts the difference between a "game" and
"interactive multimedia" ; if you didn't have choice in the actions you
are doing then its not a game. currently Combat in minecraft has so
little choices, combat is linear, which means you always do the same
thing, kite the enemies, attack when the attack bar gets refilled, block
arrows with the shield, no matter how many enemies, its always the
same. as well there's so little choice in the gear you take with you, as
the weapons are few, and not versatile. Yeah. More choices, and combat
will be more than just stats and a little skill. Good.
juicy mechanics aren't the only thing that make fighting interesting, choice takes an equal if not larger part.
2 - Difficulty as long as the enemies are so predictable, no matter
how deep the choices and how active are the mechanics, they have no
effect in making combat more fun; since you won't need to use any of the
new features and you'll stick to kiting and attacking mechanics. Yeh.
They only add this to bosses. Zombies are boring. OK.
3 - mechanics combat shouldn't be only a strategic choice, but the
process it self should be fun, and thats where the difference between
good mechanics and bad mechanics is. Not sure. what mechanics?
Ideas on how to make combat more fun and challenging
these are just possible ideas, i'm not going deep into the details (such
as crafting recipes and exact damage values) , this isn't a wishlist,
the main idea is to add up to Choice, Difficulty and Mechanics in combat
in minecraft, these ideas are examples on how to solve the problem.
OK.
Mechanics
1 - Dual wielding
you know something is missing when dual wielding has been introduced in
the "combat update" but you can't use it to dual wield weapons. if dual
wielding was considered somehow "Overpowered" , removing it isn't a
proper solution to the problem.
when a weapon (any item that increases damage) is equipped in the
offhand, right clicking attacks with it, however, if both hands are
equipped with weapons, they both receive an increase to attack cooldown.
so overall dual wielding increases your DPS, but it doesn't actually
double it, because the weapons attack slower than when wielded alone. My
suggestion is both weapons attack when left clicked, and, your dominant
hand always prioritized if it has full recovery. if the dominant hand
sword is recovering, the offhand will take it's place, and they have
separate attack recovery, and you can only recover one of them at a
time. Your idea is OK.
Thought of this, but if the two weapons
had two different uses, you may want to decide which one to use exactly,
so im sticking with the rightclick thing, anyways if you carry two
weapons then the rightclick is not occupied. Mixing left and right click will make a confusion. left click = attack/destroy, right click = use/place.
this idea adds a choice in combat, will you go for a defensive shield?
or a more offensive dual weapons? Currently the offensive dual weapons
is, well, sword and bow the sword and bow are a different thing. I know.
currently the only choice is shields, but with dual wielding (and other
ideas listed below that could occupy the offhand) you'll have a plenty
of choices, each with its own uses, advantages and disadvantages to be
used in the offhand too much offhand uses, isn't it? whats too much? they are very little Outside of combat, it's also useful. quick healing, alternating ammo, torch-pick, dual potion, attack-block, etc.
2 - Shield bang
attacking with the shield works differently from other attacks, the
shield has the slowest attack speed in the game, but its attack has got a
slightly stronger knockback and stuns enemies for a short time, as well
it can block an attack if it came in the exact moment the attack was
made, the attack drains from the shields durability. if the shield was
equipped in the offhand slot, you can perform the bang by right
clicking, and you can block by holding right click. I prefer shield
dash, and, bang & block is right click? I want bang to be left
click.
i mentioned that the bang is performed by
attacking (left click) , but if you were wielding the shield in the
offhand and a weapon in the main hand, left click should be used for the
weapon attack, while right click is for the block, so thats why i came
with this mechanic. Mixing left click and right click isn't a good idea. currently left click is for attack/destroy, and right click to place/use. mixing them will create confusion.
also do you care to explain what is shield dash?Just a variation of shield bang, sprint + bang. have greater knockback, and knocks all enemies in front of you, but just the target that gets stunned. non-target gets weaker knockback than the target.
3 - Horse combat
While riding a horse, looking left or right should't rotate the horse,
so you can attack enemies at your sides from your horse back Not
comfortable for horse racing.
4 - Charge attack
your current movement speed adds up to your attack, which means
sprinting or attacking while falling deals extra damage, currently
attacking while falling deals extra damage: critical hit. however,
this attack has got a slower attack speed. attacking while on a horse
benefits greatly from this as the horse moves much faster than your
feet. Eh? more horses?
5 - Quickdraw
by pressing R, immediately draw the item in your ninth slot and put the
item in your eight slot in your offhand. This will reduce the advantage
of ambush attack. usually, when ambushing unexpecting enemy, he/she will
fight back with the wrong item if he/she aren't battle ready. ambush is
a strategy, and you said before that you want the combat to be more
strategical.
it just made drawing weapons easier,
instead of clicking on the hot bar to quickly draw, we just moved the
button a bit closer.
i dont get your point It helps a lot and reduce the advantage of ambush. putting 2 items in their correct slots with just one closer button is far more effective than putting 2 items manually with farther buttons.
6 - Arrow cycling
once you draw your bow, normal arrows are immediately placed in your
offhand slot, and you can cycle between other arrow types by clicking
CTRL. yes this also means you can't use other items in the offhand while
using the bow, as well the bow can't be used from the offhand. Too
easy. also reduce the advantage of ambush.
what do you mean by too easy? cycling
arrows is too annoying, if you put the bow in the off hand and the
arrows in main hand, youll occupy most slots by the various arrows, and
if you put the bow in the main hand and arrows in the offhand youll have
to open inventory to cycle them. it just makes an annoying task easy,
and i said my opinion about ambush above You didn't say anything about ambush. Not annoying, if you prepare before combat. put your bow in offhand, all of your arrows in 1-9. no need to open inv, and quite easy.
7 - Part Damaging
attacking the head deals extra damage, attacking the feet deals less
damage, but cripples target (slows him) if enough damage was dealt to
the feet, attacking hands deals less damage but slows their attack speed
if enough damage was dealt to that hand. some mobs with extraordinary
parts may have special weak points or different negative effects on
attacking their various parts for example, spiders has so many feet
which means its very difficult to slow them down by attacking their
feet, as well they have no hands which means you can't weaken them. It
may be good in some games, but this is too complicated?
might agree with you OK.
Items
Weapons
1 - spear the spear has a different attack mechanic than other
weapons. attacking with the spear has a very long time to perform the
attack compared to other weapons, but when you get in setup mode (by
holding right click), you can perform attacks quickly, however, during
setup mode movement and turn rate are slowed. the spear deals less
damage than the sword, but attacks faster (while in setup mode) and has a
longer reach. which means you can attack enemies before they get in
their melee range. when a shield is equipped in the offhand slot,
holding right click both puts the spear in setup mode and the shield in
block mode, and you can attack during block. Too versatile? the spear has only two different properties, long range and attack while blocking setup mode? yes
, its when spear men take guard behind their shields and point the
spear forward to get ready to attack, while moving their spear is
pointed upwards for easier movement, so attacking without "setup mode"
takes longer time might be agree with you
the spear serves as a rather a defensive option than the other weapons,
since it has a longer reach, and it works in harmony with the shield,
however its on a disadvantage on the offensive side, as it requires a
sentry position to work properly. Too defensive,, I just like the longer
reach thing. the idea is that different
weapons should have different uses, not just different properties, if
the spear was like a sword just with extra range the sword would be
ignored, also i want the iconic minecraft sword to always remain the
primary weapon in the game, other weapons are tactical choices. OK. I didn't see the turn rate reduction.
2 - hand axe the hand axe is faster and slightly weaker than the
sword, and it features a special ability : "throwing" . hold right click
to charge the attack then release to perform a short ranged attack, the
axe can be retrieved by right clicking it while its on the enemy or the
ground What I feared if I use this in PvP and throw this, and my enemy
runs away and I lose my hand axe. so? you lost 2 pieces of iron? You didn't say before that it's just 2 pieces of iron
3 - Blow dart Blow darts are crafted for a cheap recipe, then can be
placed instead of glass bottles in the brewing stand, creating a full
effect launchable potion projectile. the blow dart is different from
tipped arrows, they deal no damage, which means they can be used with
positive effects. Needs blowpipe too. no it
doesn't, darts (unlike arrows) are carried in small amounts because they
are used strategically, so if we added a blow dart just for the 2 darts
you have in your inventory that'll be too much, the blow dart is
included with the dart i say, for the sake of gameplay I don't understand the glass bottle thing. but why not just reduce the stack size? I see this as "splash potions with longer range". longer range and have the full effect on one enemy rather than reduced effect on a number of enemies OK. so "Targeted splash potions with longer range".
Arrow Types
with the combat update, we got a whole new system for arrow types,
however all we got is potion tipped arrows ( which you never use because
there aren't mobs worth wasting these arrows on ) and the useless (yet
awesome) spectral arrow. Useless? They can be used to track down your
enemy. However, yeah you're right, mobs are too worthless to get
spectral arrow. they may be useful in multiplayer, but still very little use, if the duration increased maybe it'll be worth it Hey, at least they're awesome
Both "Arrow types" and "enchantments" add new properties to your arrows
and buff bows, so why would we make some effects achieved through
enchantments and others achieved through Arrow types?
the main difference is that Arrow types are optional, which means you
can choose when to use them, while enchantments effect is applied to all
of your arrows. this means that effects that are always useful should
be added as enchantments, for example increase missile speed, while
effects that are not always useful, and made for utility use should be
added as arrows types so you can decide when you want that effect and
when you don't, for example : arrows that destroy blocks, you may want
to destroy blocks with arrows, but sometimes you don't so this effect
should be introduced as an arrow type. Eh? feels weird about this... care to explain? i just explained the basis of game design on this matter, whats weird about this? OK, OK, I care. here is it:Minecraft isn't a RPG with "no turning back" features (unless for advancements for obvious reason). by enchanting a single arrow and all arrows get the ench, you can't remove it, feels like upgrading skill. for swords and bows, you can just get a new one, but for arrows, you can't.
the second difference is that Arrows are limited, which means we can
bind the powerful effects to specific rare or expensive arrow types for
the sake of balance, while enchantments apply their bonus on all of your
arrows. for example, arrows that go through blocks are way too powerful
to have as an enchantment, as this means you can just build walls and
spam launching arrows from behind them, but if this effect was limited
to specific expensive arrows makes their usage strategic and not
actually over powered.
1 - Flaming arrows
quite different from FLAME enchantment, flaming arrows deal less impact
damage than normal arrows, but they set enemies/blocks they hit on fire,
they are less useful than normal arrows in terms of damage, but they have different uses :
- Siege : these arrows allows igniting structures from a distance,
and the fire may spread, which allows destroying structures with a load
of these arrows.
- Lighting : want to explore a very dark cave but you need light
before you approach? launch a fire arrow and the fire will provide
temporary light for you to see and go inside to place a torch.
- destroy equipment : since armor/shields lose durability for every
damage instance and not for the amount of damage, multiple damage
instances remove much more durability from enemy equipment. Too much
uses? Siege is too annoying when, like, someone with golden armors
attacks you in your tree farm, and you think, "G-armors are fragile,
let's use flaming arrow!" and you end up burning all of your trees. if
you burn your own trees you are an idiot, also it takes one arrow on
every tree to burn it down, and itll take a long time you could turn it
off
Idiot? it could be an accident. and fire can spread, so you don't need to fire one arrow for each trees to burn them down. Put it out? still in combat, bro!
the FLAME enchantment should be removed and replaced with another enchantment.
2 - Diamond arrows
simply replace the flint with a diamond for a more expensive more
powerful arrow. A fully charged shot from an unenchanted bow is already
painful, and diamond arrows will be heartpiercing. but I think diamond
arrow won't have much use, because unlike diamond sword, that is very
reusable, diamond arrow is not. yes, thats
the thing, you waste a very precious material on ammo (which is consumed
upon usage) to get increased damage, also swords will break on use At least swords can be used multiple times, escpecially diamond sword which is very durable.
3 - split arrows
fire multiple, inaccurate, weaker arrows.
good against large hordes of enemies. woo. like a shotgun. also good for those who don't have good accuracy. good, good.
4 - ghost arrows
ghost arrows pierce through blocks to hit enemies from behind walls, they disappear after a duration of travelling.
could be used for sneak attacks, or to kill enemies from behind cover
if in in low HP eeh, too haunting, and could be backfire if you're in a
situation where you ally is fighting you enemy, and you want to sneak
attack and shoot this behind a block, and you end up killing your ally
because you can't see your enemy. as i said, if it backfires, its your fault, in fact im happy that some weapons can back fire if you dont use them properly
I'm happy that you could make pros and cons for your ideas. I feel this arrow is too special, but not OP.
5 - Frost arrows
Frost arrows completely disable hit target, turning them into ice, the larger the enemy, the shorter duration it takes.
the recipe for frost arrows is rather expensive and very limited, and
they can be found as rare loot in some dungeon/structure chests for
it's rarity, it's ok.
6 - Amplifier arrow
the amplifier arrow applies a buff that amplifies all damage target receives for a period of time. huh? looks too flat. you just hit someone with the arrow and charge on them with stronger attacks, yes its flat but its useful OK,,
Utility Items
1 - smoke bomb
thrown at a short range, the smoke bomb emits blinding particles in
its landing area, blocking player/mob vision, allowing for a secure
escape from combat blocking mob vision won't make them unable to target
you ???!. try blindness on a zombie and it will still chase you and villagers well maybe because the developers didn't implement that??. maybe make it alter the mob's AI so it's detection range reduced to zero. temporarily. yes thats what i want, it adds something to mob AI, they cant see through the smoke, so they lose you. OK,,
2 - illusion orb
works like the illusioners ability, and may possibly be a drop from that
mob. Not so useful, because other players can still know roughly where
you are, or at least know you're there. plain invisibility is better for
stealth than this. have you tried fighting
the illusioner? hes a pain in the ass, plain invisiblity is a whole
different thing, you can't compare these two yes, it may be useful for mobs because their stupid AI, but when in PvP, especially sneak attacks, this is becomes a different story. and, I don't know whether the illusion hides the player and all of items he wears and holds, or do it just like plain invisibility? Yeah, illusion may be confusing for the inexperienceds, but plain invisibility with the right tactic will do. But illusion will have unique advantage against invisibility if the illusion also hides armors and held items.
Danger
many people would argue that making the game more difficult could be
less appealing to casual players, however, the games difficulty has
increased several times through the past updates (witches, skeleton
buff, strays...) , and that didn't make a problem. some may also suggest
the addition of a new hardcore mode for hardcore players and keep the
old one for casuals, regardless of these arguments, for proper use of
the new combat system and the new choices, enemies should pose more
threat to the player.
I'm not going to suggest specific mobs, as that would be a wishlist, but
i'm going to suggest ideas that could be used in the creation of new
mobs / editing current ones. I'm happy that you could consider the
danger.
1 - No Kiting to solve the absurd kiting mechanic in minecraft, the
simple solution is to add enemies that are faster than the player, or
mobs that attempt to sneak on him, or mobs that could quickly close the
distance through jumping or teleporting.
2 - Various Attacks enemies should have multiple attacks, so their
behavior isn't that predictable, this feature has been introduced in a
only a few mobs, and mostly bosses, and it proved good. for example,
spiders may attempt to attack you directly, or jump and attack your top
part, and they may attempt to sneak on you instead of directly going to
you.
3 - Different fighting style all mobs have the same fighting style,
detect player? go ahead and attack! how about a mob that actually wields
a shield? yes, totally invulnerable, you'll need a different strategy
in approaching them. or a teleporting ranged mobs? just like the
enderman wasn't annoying enough, these bastards keep attacking you from a
distance and teleport away when you approach. another thing, is flying
mobs, this, combined with different ideas, can create countless unique
mobs.
4 - Minibosses ideas about minibosses are various, some may be
neutral overworld mobs, which are optional to fight for their loot, some
may be structure restricted, or actually just a buff mob that you'd be
very unlucky to encounter.
the addition of mobs that are very difficult to fight, and require a
counter strategy to fight them, not only normal mobs with high HP/damage
values, could alone add a lot to combat fun. These 4 definitely would
be OK, but because you aren't specific, no specific respond.
_______________
Thanks for reading, ideas/criticism welcome, and i may add the new ideas
to the main thread if they actually serve the purpose. detailed
information about items/mobs could be added in their own separated
articles, and i will link them as examples into this thread (whether
they are mine or not)
Having combat choices in a game with lackluster blocky movement isn't gonna make much of an impact like it would in another kind of game.
The spear seems to be a classic "Less X more Y" thing. As it's weaker than the sword but attacks faster, so therefore it has the same mechanics and net balance as the sword. Though the 'setup mode' sounds sketchy, it's alright. I don't see a point in the hand axe at all, it's just an arrow with a different sprite and possibly less throwing range. The blow dart comes off as a bit copypastish of splash potions, but it's better than the other two weapons.
Arrow types are kind of a debunked concept because of how powerful they can be, and why have enchantments and tipped arrows and arrow types? It's just too much. Making them rare or expensive doesn't change much because if I have a powerful bow with an enchantment, all my normal arrows just turn into whatever the bow is enchanted with.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
they are less useful than normal arrows in terms of damage, but they have different uses :
- Siege : these arrows allows igniting structures from a distance, and the fire may spread, which allows destroying structures with a load of these arrows.
- Lighting : want to explore a very dark cave but you need light before you approach? launch a fire arrow and the fire will provide temporary light for you to see and go inside to place a torch.
- destroy equipment : since armor/shields lose durability for every damage instance and not for the amount of damage, multiple damage instances remove much more durability from enemy equipment.
the FLAME enchantment should be removed and replaced with another enchantment.
2 - Diamond arrows
simply replace the flint with a diamond for a more expensive more powerful arrow.
3 - split arrows
fire multiple, inaccurate, weaker arrows.
good against large hordes of enemies.
4 - ghost arrows
ghost arrows pierce through blocks to hit enemies from behind walls, they disappear after a duration of travelling.
could be used for sneak attacks, or to kill enemies from behind cover if in in low HP
5 - Frost arrows
Frost arrows completely disable hit target, turning them into ice, the larger the enemy, the shorter duration it takes.
the recipe for frost arrows is rather expensive and very limited, and they can be found as rare loot in some dungeon/structure chests
6 - Amplifier arrow
the amplifier arrow applies a buff that amplifies all damage target receives for a period of time.
Utility Items
1 - smoke bomb
thrown at a short range, the smoke bomb emits blinding particles in its landing area, blocking player/mob vision, allowing for a secure escape from combat
2 - illusion orb
works like the illusioners ability, and may possibly be a drop from that mob.
This is the best combat overhaul suggestion I've seen by far. My only complaints are:
Other than that, I support this fully.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
i know flame is fine the way it is, but it would be kinda confusing if both flaming arrows and the flame enchantment existed at the same time
maybe the replacement enchantment is an enhancement to flaming arrows? or an enhancement to elemental arrows in general?
about the ghost arrows, i think they are nerfed by being rare/expensive
about the minibosses, actually i struggled a lot just trying to come up with these 2 lines, well, all i wanted to say that i support minibosses for the sake of having something worth wasting your expensive resources at
recipes, stats and all that stuff return to balance and game testing, im here only suggesting the gameplay effect, the way the are going to implement it returns to the developers, also i want the focus to be mainly on the idea, if i added stats, people will start looking at this detail rather than whole idea, and criticize those details, basically, it'll change the context
ill read your ideas later, your reply (although i didnt agree with many of it) was big and helpful, thanks for that.
Ok, I'm just practicing to respond. in Magenta.
OK. What I like most from your ideas is the mobs unpredictability. Thanks for give me a long suggestion for me to respond. I like to respond long suggestion like this, but sadly there's only a little of them in this forum.
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
More responses!
Fixed.
Edit: I missed some of the responses. Fixed!
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
Having combat choices in a game with lackluster blocky movement isn't gonna make much of an impact like it would in another kind of game.
The spear seems to be a classic "Less X more Y" thing. As it's weaker than the sword but attacks faster, so therefore it has the same mechanics and net balance as the sword. Though the 'setup mode' sounds sketchy, it's alright. I don't see a point in the hand axe at all, it's just an arrow with a different sprite and possibly less throwing range. The blow dart comes off as a bit copypastish of splash potions, but it's better than the other two weapons.
Arrow types are kind of a debunked concept because of how powerful they can be, and why have enchantments and tipped arrows and arrow types? It's just too much. Making them rare or expensive doesn't change much because if I have a powerful bow with an enchantment, all my normal arrows just turn into whatever the bow is enchanted with.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Well we definitely need a new combat system, so I agree with this thread.