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    posted a message on A big problem with Minecraft PVP: armor
    Quote from tehswordninja»

    Maybe we could get another tier of weapons and armor that fits between diamond and iron?


    Clearly, you dont understand this suggestion.

    Adding a new tear, wont make diamond armor not op

    Posted in: Suggestions
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    posted a message on A big problem with Minecraft PVP: armor
    Quote from Helrin2»

    As of 1.8 the diamond sword does 8 dmg (4 hearts). To a person in diamond armor that's 1.6 damage a swing. It takes 12.5 (so basically 13) hits to kill someone assuming both armor and weapon are unenchanted. That means as is with the invulnerability meaning you can only take damage every half of a second somebody could die within 6.5 seconds of combat. 6.5 seconds is not enough time to resolve a conflict between two fully armored opponents. As it is currently fights are over way too quickly (albeit they do last more than 6.5 seconds usually but not too much longer).


    As of 1.9 the sword does 7 * 1.45 for 10.15 DPS. That means it will essentially do 2 damage per second to a person in diamond armor. A total of 10 hits. 10 * .5 seconds for invulnerability timer means that a fight could end in 5 seconds (theoretically). I don't think armor is prolonging life for too long by any means. Even if the shield were to quadruple the amount of time a fight took on average it could still be over as quickly as 20 seconds. If most fights between people of equal gear and skill lasted a minute on average would that be too long? Seems like an alright amount of time to me if not on the faster end.


    As far as leather armor goes I'd say cows should drop a lot more leather on death to make it a viable starting gear since iron is so easily acquired.


    This suggestion is about the diffrence between diamond aromer and other armor is too much. Making it op. If you re worring about battle length then damage reductions can easily be made.

    Posted in: Suggestions
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    posted a message on Improving Carrot on a Stick, the new generation of PVPig!!!
    Piggy Cullision

    *ive suggested this in a separate thread, but it evolved around fishing rods in general, was not very popular, im now reposting my favorite of the ideas, but with some major changes, and made it less cunfusing.

    Ive met alot of who play minecraft a lot, but have no idea there is an item in the game called "Carrot on a Stick", let alone the ability to ride pigs.

    Currently if you feed the pig (right click with the COAS while on the pig)it would simply increase the speed of the pig, you have to feed the pig multple times to get a good speed, even at maximum speed it isnt as fast as most horses. Horses are easier to ride, have more health, and are faster. Changes should have been made years ago.

    I suggest Piggy Cullision damage. At fast speeds impact with directed players deals damage and knockback, the rider and the pig wont lose damage.
    Another important part is Piggy Cullision with walls, at FAST speeds, impact can break walls (I mean 1 layer of wall the wall must be 2 blocks high atleast for obvious reasons).
    *for those who think this is op: You can easilly break the blocks with a tool, TNT is easier to get than a saddle.(the same way tnt can be disabled in servers, so can this)

    Heres how it works for every feed, you get a feed level (give the pig energy)
    Every five seconds, the feed level lowers (the pig is getting tired again)
    When piggy cullision with a player accures the feed level will lower (inertia)
    When piggy cullision with a wall accures the feed level goes back to 0/ original pig speed(ouch)
    Feed levels increase the speed of the pig, increases cullision damage, increases the wall sizes the cullision can break.

    Examples
    :grass:
    :grass:
    this represents a 1 by 2 whole the wall cullision would create
    ----------------
    :cobblestone: :cobblestone:
    :cobblestone: :cobblestone:
    this represnts a 2 by 2 whole the wall cullision would create I hope you get the idea for the feed level charts.

    Feed level 1: 70% faster (than player), deals 0.5 hearts, cant break any block

    Feed level 2: 100% faster, deals 1 heart, cant break any block

    Feed level 3: 130% faster, deals 1.5 heart, can break dirt (Level 1 damage)

    :grass:

    :grass:

    Feed level 4: 160% faster, deals 2 hearts, can break dirt (Level 2 damage), can break stone (Level 1 damage)

    :: :grass: ::

    :grass: :grass: :grass:

    ----------

    :cobblestone:

    :cobblestone:

    Feed level 5: 200% faster, deals 3 hearts, can break dirt (Level 3 damage), can break stone (Level 2 damage)

    :: :grass: ::

    :grass: :grass: :grass:

    :grass: :grass: :grass:

    ----------

    :: :cobblestone: ::

    :cobblestone: :cobblestone: :cobblestone:

    This gives pigs the advantage with some abilities, but it still has a slow turning speed.

    The horses still has the advantage in movement speed, and health.

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod
    Quote from Wolfhusband»

    Its not confusing, just concerning. If a pig can break dirt, wood, stone, sand or sandstone or any varient of said type

    then thats fine but when we start talking any block is where the concern comes into play. Its very easy to get a hold of

    carrot on a stick and could be quite OP if that tiny pig could break something like iron blocks or obsidian. If CANT break obsidian, it can only break dirts (sand, gravel, ect) and stones(cobblestone, stone brick, ect) I explained this in the spoiler. comments like these are why im saying its confusing.


    The other question was how fast would the pig need to be traveling in order to break other block types like stone or higher.

    Would it need to get to full speed first or could I just ram any object I want until the pig died. On an unofficial note this

    seems like animal cruelty. I know there are several examples that already exist but I'm just throwing it out there as

    unofficial criticism. I explained how fast the pig must go in as well in the spoiler, the little block icons represent the shape the pig can break the wall. the speed increases as you feed it with the carrot in a stick. at the second feed it can break dirt, at the 3rd feed it can break stone.


    Another question is do the blocks destroyed by a pig still produce drops or do the blocks literally break? I guess so why not :).

    I still think this idea has possibilites but people dont understand it due to the format ive inscribed it.

    so im making a new thread for this idea.

    Posted in: Suggestions
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    posted a message on A big problem with Minecraft PVP: armor

    1000% support, Diamond armor is overpowered, damage reduction should work linearlly, and now with all of these combat changes, fights against a diamond player, are boring and long,

    They where long enough in 1.8

    I've said it many times and I'll say it again, pvp is not balanced in minecraft.

    It should be more like halo, where weapons that may be hard to get, are still able to be challenged by common weapons. Despite their benefits

    Posted in: Suggestions
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    posted a message on Flying Nether Mob: Devourer [Now with concept art!]

    Sounds very minecrafty and the design is very original

    Supporteeeeeez

    Posted in: Suggestions
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    posted a message on Attribute Armor

    ok, I guess why not

    simple idea, with simple benefits

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod
    Quote from Wolfhusband»

    I can say I like the idea of picking up items as well as it would make for easy item retrieval but the rest seems a bit unneeded.

    I get that breaking blocks while on a pig may at first seem appealing but then you have to consider what kinds of blocks

    it will break and how fast does the pig need to go to break them. As for powered rods, I'm more meh on this part.

    The only benefit I can really see is using dispencers to cast out lines to power sections but thats about it.


    Overall I say 30% support.


    The pig can CRASH into stones and dirts to break them, you can break whatever block you want while riding it. Is it still confusing?

    The Powered rod allows you to power redstone things from a distance, without a lever or a button.


    Gosh, I'm I still confusing the readers.

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod
    Quote from Xystem4»

    What exactly was glitched? I can't see any difference other than the polls?


    at least when I saw it it had text coden or what ever, and I also made it less confusing some people didnt understand certain parts

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod

    sorry for all vieweres before this comment the thread was gliched and incredebly diffucult to read.

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod

    Partial Support


    I like grabbing items, but not the rest. And, correct me if I'm wrong, doesn't the carrot on a stick already makes the pig go faster?


    Yes it can make pigs go faster but I suggest allowing it to break blocks (the block clip art shows the shape of the block breaking)

    and I also suggest impact damage to players.

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod
    Quote from Cerroz»

    I like the idea of grabbing items, but I'm a bit confused on the pig thing. Basically, you can feed the pig to make it go faster? I think players will just find horses rather than wasting their time on a pig.


    Though I think the mechanics alone on the powered rod are good in terms of keeping falling blocks still, but I find it strange that some new rod device is the one to do all that. It's also weird that sand is "powered", unless you just meant that it was grabbed by your powered rod (and I'm sure someone reading "powered rod" here will have their minds fall in the gutter).


    I support the grabbing items part, but I'm not so sure on the powered rod. 75% support.


    Carrot on a stick already makes ride able pigs faster its all in the game but forgoten. I suggest improving pig riding to make it useful by creating impact damage on walls and damaging players.


    Ill try to make it less confusing. I dont think you understood the suggestions.

    Posted in: Suggestions
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    posted a message on FIXING RODS, more to Fishing Rod and Carrot on a Stick, + New Powered Rod

    Fishing Rod

    It also should be able to grab items, but it can only hold 1 slot of items.

    Step 1: throw rod at item

    Step 2: grab item (automatic)

    Step 3: Retreive item


    Carrot on a Stick

    carrot on a stick and pig riding are already in the game, but with the addition of horses it became useless and forgoten. This is more of a pig riding improvement.

    In order to give pig riding a use I suggest pig wall CRASHING (pigs can break walls if impacted at a high speed), and pig player damage (when a pig hits a player it deals damage).


    heres the feed system.

    *the block clip art is meant to show the shape the wall will break.


    Feed 1 times: 70% faster (than player), deals 0.5 hearts (damage apon impact with mob or player), cant break any block (apon impact with block)

    Feed 2 times: 100% faster, deals 1 heart, cant break any block

    Feed 3 times: 130% faster, deals 1.5 heart, can break dirt (Level 1 damage)

    :grass:

    :grass:

    Feed 4 times: 160% faster, deals 2 hearts, can break dirt (Level 2 damage), can break stone (Level 1 damage)

    :: :grass: ::

    :grass: :grass: :grass:

    ----------

    :cobblestone:

    :cobblestone:

    Feed 5 times: 200% faster, deals 3 hearts, can break dirt (Level 3 damage), can break stone (Level 2 damage)

    :: :grass: ::

    :grass: :grass: :grass:

    :grass: :grass: :grass:

    ----------

    :: :cobblestone: ::

    :cobblestone: :cobblestone: :cobblestone:

    The pig reduces a feed every 5 second naturally, and when it hits a wall, so you can't break through multiple layers of wall in one crash.

    go here for a better version of this idea

    http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2515923-crashing-piggies



    Powered Rod

    The Powered Rod would be like a fishing rod but it's not used for fishing, It has the unique ability to redstone power the block the “hook” lands on. It would be crafted shapelessly with a redstone torch and a fishing rod. It would appear the same as a fishing rod but the hook would look like a glowing red ball (won’t produce light.)As long as the hook stays on the block it will stay powered, ones the hook is retracted the block will go back to its unpowered mode.

    Would be useful for traps and stuff.

    Posted in: Suggestions
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    posted a message on Hey Mojang, You Forgot Sheirs (sheirs in pvp)

    Anouther reason

    Quote from Hydraheads»

    Cool. Seeing how interesting this thread got I think I'll have to check it out once you post it.


    people dont seem to understand this post

    Posted in: Suggestions
  • 0

    posted a message on Right Clicks for Tools!!!

    Right Click in PvP

    Awesome tools can be used on pvp, but combat can use a bit more expansion. Even with the addition of attack speeds some tools feel like weaker or stronger versions of one another. With right clicks including special abilities for each tool would make tools unique. You dont need your attack cooldown full, just your well right click cooldown full before doing any right click special.

    WARNING: I will go into an unnecessary amount of detail on simple ideas. If that's not your style turn back now.


    Order of by most DPS (damage per second) to least DPS.

    Sword, Axe, Hoe, Shovel, Picaxe.

    You may notice the right click abilities to be SLIGHTLY more useful for lower DPS tools.

    Also notice lower material have a faster use/cooldown speed than higher tear material, and gold has an insignificant secret buff. Sushhhhh :)

    Note: for tools that already have right clicks (hoe, shovel), these moves would only apply when not aiming at blocks, so players, air.


    Swords: STUN, if you stun at the moment your victim attacks or 0.3 seconds after the attack, the attack will be deflected, and their attack button would be deactivated for 3 seconds. The cooldown rate for the Stun varies between material tears.

    Wood: 1 second

    Stone: 2 seconds

    Iron: 3 seconds

    Diamond: 4 seconds

    Gold: 1 second, and Stun works 0.4 seconds after the attack.


    Explaining the logic.


    Now that they FINALLY added attack speeds, I don't see what's stopping them from adding the highly suggested Stun/parry. You may think this would be annoying but with the low chance of a successful stun, I only see this being used in a situation where you're almost dead, and parring is worth the chance. The Stun would often be used by players with lower tear swords to defend themselves from higher tear swords.


    Axe: THROW, the axe can be thrown, while in the air the axe will appear like a vertical spinning disc. This will deal 3 hearts more than the normal damage. Ones the axe hits anything, it will slowly move to you in its grabbable state (like xp, the axe item cannot burn as its moving to you). It has a droprate of 6 (if the axe is thrown directly forward it would land 6 blocks in 0.5 of a second). In order to throw the axe you must hold right click, the amount of time varies from material teir (player looks as if throwing axe)

    Wood: 1 second

    Stone: 1.5 seconds

    Iron: 2 seconds

    Diamond : 2.5 seconds

    Gold: 1 second, and the thrown axe moves 30% faster.

    [For those who think this is too radical, an other idea could be to move the "sheild breaking" effect (which is currently controled by chance) to the right click)


    Explaining the logic


    You probably dont want to throw your diamond axe it takes time to get it back, dispite its additional damage. So it has its own balancing system. If your familiar with the tamohawk, it's an axe ment for throwing, I was suggested years ago, but now in the combat update its time to be included. The axe has the most standout special, so don't expect the other right clicks to be as game changing.


    Hoe: HOOK, like the stun but instead of disabling the attacker's weapon it allows you to hold right click after the parry, if you hold it for 0.1-1 second it gives level 1 knockback. 2 seconds; 1.1-2 knockback; 2.1-3 seconds 3 knockback (in this time you can aim where you want to "push" the victim). The cooldown speed of the hook depends on the material.

    Wood: 0.75 seconds

    Stone: 1.5 seconds

    Iron: 2.25

    Diamond: 3 second

    Gold: 0.75 seconds, 80% of holding time.


    Explaining the logic


    Hoes are minecraft 's version of sythes, which, in real combat, have the ability to trap attackers weapons due to the weapon's bend. In the game the hook could be very useful, but the down fall is having to hold the right click for a higher effect rather than the stun.


    Shovel: BANG, the bang is a powerful blow that causes the player to get [BLANK] for 4 seconds but while your holding this attack you are slow (and name tag is hidden as if sneaking). You must first hold right clicks for 2 seconds before you can do the bang. The cooldown for the shovel is dependent on the material.

    Wood: 4 seconds

    Stone: 5 seconds

    Iron: 6 seconds

    Diamond: 7 seconds

    Gold : 4 seconds, and you must first hold right clicks for 1.5 seconds before you can do the bang.

    [help me fill in the blank]


    Explaining the logic


    This is meant to be used as a sneak attack, it's meant to be SLIGHTLY more useful than the normal damage. It has its own balancing, because you are very slow and sneaky while doing it, but it has drastic benefits.


    Picaxe: SWING, currently the sword is the only weapon with swing(really limited and short). But the Picax'es special ability should be a large swing that has a farther distance and isn't limited to stance (so you can jump and run while doing it).It appears as you are attacking horizontally with your pic. The attack would do 1 heart (wood, gold) 1.5 hearts (stone, iron) and 2 hearts (diamond), they all deal horizontal knockback. The cooldown rate for the swing is determined by the material.

    Wood: 2 seconds

    Stone: 3 seconds

    Iron: 4 seconds

    Diamond: 5 seconds


    Explaining the logic

    A better way of dealing with crowds. It can be used to people away from you.
    Posted in: Suggestions
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