I'd approve of this if instead of limiting biome-specific things to their biome, they should be limited to similar biomes. Trees can grow in plains, jungle trees in forests, cacti on beaches, etc.
It's up to the server admin to decide what precautions to take against griefers. By making your masterpiece on the server that you did you accepted the consequences. You could have made it on a server that enabled worldguard. But you did not. You chose a server where your work could have been and was easily destroyed.
I like the idea of filling the gap, but NO NEW ORES. Some of the existing ores have hardly enough uses as is. Ore is boring to gather and all it takes is time to get it. I would much rather, say, a new mob that is extremely tough to kill unless you have iron armor, and it drops umm... mob ivory. Mob ivory can then be used to make tools, armor, and decorative blocks.
Sorry the game isn't Mortal Kombat enough for you. Heck, maybe MC just isn't for you to begin with? There are zillions of games with a much better combat experience, perhaps you should go find one.
As I have said before, Minecraft places an emphasis on combat that is simply not justified considering how badly it has been implemented. I like Minecraft. I like building, I like crafting, I like mining. But the reason combat needs to be improved is because by playing the game you are inevitably going to encounter a fighting experience. And the fighting in this game is pretty awful at the moment. Which is why I made this thread.
Knockback is fine. It's designed to stop mobs from just running up and damaging you repeatedly, and at the same time punishes you for taking damage. Sprint-dashing and punching mobs who can't reach you are not the only way to fight, and I've gotten so fed up with those kinds of comments that, as I said on another thread, I've started work on a PvP map that encourages strategy. The basic principle is obstacles; rocks, towers, places to hide from players. How does this relate to player vs mob combat? Well, players can also be considered like mobs, they just have the best AI in the universe. So if strategy works on players, it can work on mobs in a naturally generated environment with naturally generated obstacles.
Point being, combat is only as complex as you make it. You can sprint-dash against everything you meet, and the only winner is whoever has the most armor, health, and damage, or it can be strategically based, by running away, hiding behind obstacles, and thus, a stone sword can best a diamond chestplate. The only thing that needs improvement is animation and attack variation. A parry bar is an unnecessary annoyance to keep track of while in combat, that doesn't improve combat in any way.
I'll admit I have been focusing on mostly combat versus AI in my posts, and I have failed to see any of the effects it would have on the Player versus Player environment. But I do also fail to see how in a Player Vs Mob situation the player takes any damage at all. That's what my main gripe has been when it comes to mob combat. Simple patterns can help you leave a battle unscathed. While what I ultimately hope to see in Minecraft is a drastically improved AI system, at the moment I'm trying to come up with temporary fixes that can quickly make combat more interesting. You say that combat is as smart as you make it, but there's another side to it: the other attacker, and in the case of players versus mobs, that player is very stupid.
I don't quite know if what I just said makes any sense, but I like it.
I agree that combat is simple, but I don't like your parry bar idea. Instead, we should have blocking and skeleton archers improved. We should actually see the skeletons pull back their bows so that we know when to block, and when we block an attack, the enemy/player should be knocked back by 2 blocks and we should hear the sound of swords clashing, as if we blocked an attack.
This way, blocking would actually be used, combat would have more of something to it than point and click because you would try to block if you do get attacked, and skeleton archers would not be such a guessing game when it comes to blocking their arrows. This would also improve PVP by leaps and bounds. Or two blocks if you want to be punny.
Also, you cannot just stand there and hit an enemy away from you constantly -- if you are lagging, this is impossible. And if you can defeat a creeper without moving and by hitting your sword, you are obviously lying. Creepers tend to explode unless I either sprint at them to knock them back farther, hit them over a ledge, or hide behind something after hitting them.
I really do not want to see another GUI added to minecraft though like a parry bar.
Yes, I completely agree that mobs need animations for attacks. Skeletons are a necessity at least, but I'd like to see them added to other mobs also.
I personally like Eraed's idea for blocking more than my own or yours at the moment. It would cause the player to need to be more aware.
And yes, I guess I was lying about the creeper knockback, but I think the point I was trying to get across was that fending off enemies one vs one is a chore.
I definetly agree with your main point: combat definetly needs to be improved and made harder, because with armour most of the normal mobs are a bit of a pushover.
I agree that zombies should have more range. Maybe just a little bit less than the player, so they're possible to fight. But having knockback is a good thing. If there was no knockback it would cause a big issue when fighting against monsters and in PvP, as you could easily spam click your opponent to death, without them moving. Maybe a VERY small descrease in Knockback would be fine though. The Parry idea maybe, but I think that's taking it a bit too far, bcause Minecraft isn't really a complex combat game. It's just a game where you can build, which has SIMPLE combat.
I don't think you understood what I meant in my post. I mean that knock back should certainly be kept, but significantly reduced. I don't think zombies should have increased range. As is, zombies have a sort of contact damage thing going on. Increasing their range just gives the player a smaller window to attack before they get hit themselves. The last point you make is irritating. Combat in Minecraft is an absolute necessary endeavor. Check the first post for my argument on that.
NO. This is not for vanilla Minecraft, as Minecraft is not a joke. Minecraft is about surviving, gaining resources/levels, MINING and CRAFTING. Not throwing sombreros at creepers and stuff like that.
However, it would be nice if we could get some more clothing-like stuff in-game, like coats/hats, and feathers on both sides of our best helmets...
But if you want to try to kill a randomly hopping, ticking timebomb wearing a sombrero, or spiders that can't see where they are going but somehow can kill you easier, and want to swim in a river with a hat full of tiny holes as your boat, go make a mod for it.
I've never really seen Minecraft as a very serious game, to be honest. It's a game built with such a simple premise and with such simple graphics that I've found it hard to take 100% seriously. But, if you see it that way, thanks for your opinion.
That's not to say I'm giving up on this idea, because I for one think it's wonderful.
A time travel divice that lets you travel between time on your world (too stop that creeper from destroying everything) and it also allows you to travel between updates. (For people like me who love endless mountains and pure bright green grass/snow worlds)
I too wish I could go to old updates again. I forgot to save my old versions of Minecraft, so I'm pretty sure I can't legally regain them.
That's not helpful at all.
Anyway this idea doesn't particularly encourage players to stay up at night. If you sleep through the night, no mobs will spawn that haven't already. Thus what you are left with is an idea that promotes camping around your farm constantly. This keeps you from doing other things, like mining for golem materials.
On the other hand, if you made existing mobs attack cattle, this may encourage players to protect their cattle earlier on with fences and the like.
Not anything that the whole community would love, but just you.
Mine would have to be an overhaul that generally changes MineCraft into an open-world Monster Hunter game.
WIP Hunting: Small game:
Domestic animals would be made to be very rare, and their food would have a lower level of saturation. Two new sub-classes of mobs would be added:
Provokable: These animals would act passive unless they were approached very closely or attacked. Then, all hell breaks loose. Animals of this class would include bears, boars, bulls, tigers, rhinoceroses, etc. These animals have particularly saturated food drops and highly valued drops in weapon-crafting.
Skittish: These animals run away when within range that would trigger hostile mobs to attack. Deer, squirrels, rabbits, gazelles, and more would be in this class.
Big game: Maybe you noticed when I said small game I included rather large animals by our standards...
When a big game animal is nearby, the player is immediately notified where it is.
All big game have proper attack animations and mannerisms. The idea behind them is to give a throwback to old-fashioned video game bosses. The player has to really know his enemy before attacking it.
All big game animals have a "step" of two blocks, meaning they don't need to jump often and they simply destroy leaves effortlessly. Wood slows them down, though.
Dinos: The easy mode of big games. A player can easily take this down on his own if he prepares just a little bit. It will take a while, though. They all employ bull-styled attacks primarily. The T-Rex is the boss dawg of the dinos.
Dragons: Of all sorts. Amphibious, flying, fire-breathing. These guys are the middle ground. They employ a wide variety of attacks. I well-prepared and knowledgeable single person can take them down but it's more fun with a friend.
Sea Monsters: These guys are big, bad, and mad. The only way you can fight these guys is with a special boat, rod, and an ocean biome. Don't even try it alone. I have another section laid out for this kinda fight.
Off-Shore Fishing A whole new game. Go Sea Monster Fishing, Diving for clams, Harpooning Tuna.
Break time: Will edit with more info later. I hate writing in one long session.
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Bump for more views. I have yet to see an argument to let this idea die. Let's see if you can make chump-meat out of the maestro.
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Alright, agree to disagree I guess. I just don't think the fighting is fine for survival.
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As I have said before, Minecraft places an emphasis on combat that is simply not justified considering how badly it has been implemented. I like Minecraft. I like building, I like crafting, I like mining. But the reason combat needs to be improved is because by playing the game you are inevitably going to encounter a fighting experience. And the fighting in this game is pretty awful at the moment. Which is why I made this thread.
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Oh. Yeah. Sorry.
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I'll admit I have been focusing on mostly combat versus AI in my posts, and I have failed to see any of the effects it would have on the Player versus Player environment. But I do also fail to see how in a Player Vs Mob situation the player takes any damage at all. That's what my main gripe has been when it comes to mob combat. Simple patterns can help you leave a battle unscathed. While what I ultimately hope to see in Minecraft is a drastically improved AI system, at the moment I'm trying to come up with temporary fixes that can quickly make combat more interesting. You say that combat is as smart as you make it, but there's another side to it: the other attacker, and in the case of players versus mobs, that player is very stupid.
I don't quite know if what I just said makes any sense, but I like it.
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Yes, I completely agree that mobs need animations for attacks. Skeletons are a necessity at least, but I'd like to see them added to other mobs also.
I personally like Eraed's idea for blocking more than my own or yours at the moment. It would cause the player to need to be more aware.
And yes, I guess I was lying about the creeper knockback, but I think the point I was trying to get across was that fending off enemies one vs one is a chore.
I don't think you understood what I meant in my post. I mean that knock back should certainly be kept, but significantly reduced. I don't think zombies should have increased range. As is, zombies have a sort of contact damage thing going on. Increasing their range just gives the player a smaller window to attack before they get hit themselves. The last point you make is irritating. Combat in Minecraft is an absolute necessary endeavor. Check the first post for my argument on that.
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I've never really seen Minecraft as a very serious game, to be honest. It's a game built with such a simple premise and with such simple graphics that I've found it hard to take 100% seriously. But, if you see it that way, thanks for your opinion.
That's not to say I'm giving up on this idea, because I for one think it's wonderful.
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That's not helpful at all.
Anyway this idea doesn't particularly encourage players to stay up at night. If you sleep through the night, no mobs will spawn that haven't already. Thus what you are left with is an idea that promotes camping around your farm constantly. This keeps you from doing other things, like mining for golem materials.
On the other hand, if you made existing mobs attack cattle, this may encourage players to protect their cattle earlier on with fences and the like.
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Mine would have to be an overhaul that generally changes MineCraft into an open-world Monster Hunter game.
WIP
Hunting:
Small game:
Domestic animals would be made to be very rare, and their food would have a lower level of saturation. Two new sub-classes of mobs would be added:
Provokable: These animals would act passive unless they were approached very closely or attacked. Then, all hell breaks loose. Animals of this class would include bears, boars, bulls, tigers, rhinoceroses, etc. These animals have particularly saturated food drops and highly valued drops in weapon-crafting.
Skittish: These animals run away when within range that would trigger hostile mobs to attack. Deer, squirrels, rabbits, gazelles, and more would be in this class.
Big game: Maybe you noticed when I said small game I included rather large animals by our standards...
When a big game animal is nearby, the player is immediately notified where it is.
All big game have proper attack animations and mannerisms. The idea behind them is to give a throwback to old-fashioned video game bosses. The player has to really know his enemy before attacking it.
All big game animals have a "step" of two blocks, meaning they don't need to jump often and they simply destroy leaves effortlessly. Wood slows them down, though.
Dinos: The easy mode of big games. A player can easily take this down on his own if he prepares just a little bit. It will take a while, though. They all employ bull-styled attacks primarily. The T-Rex is the boss dawg of the dinos.
Dragons: Of all sorts. Amphibious, flying, fire-breathing. These guys are the middle ground. They employ a wide variety of attacks. I well-prepared and knowledgeable single person can take them down but it's more fun with a friend.
Sea Monsters: These guys are big, bad, and mad. The only way you can fight these guys is with a special boat, rod, and an ocean biome. Don't even try it alone. I have another section laid out for this kinda fight.
Off-Shore Fishing
A whole new game. Go Sea Monster Fishing, Diving for clams, Harpooning Tuna.
Break time: Will edit with more info later. I hate writing in one long session.