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    posted a message on Long Windows Error crash.
    Quote from Tails1»

    To even remotely be able to help that error needs to be readable. Also tell us exactly how and when do you get that error.


    It usually tends to happen when I sometimes alt-tab between games, or the game would randomly lag as if there was a memory leak then crashes.
    Posted in: Java Edition Support
  • 0

    posted a message on Long Windows Error crash.

    Bump. Wanna know if anyone has a solution.

    Posted in: Java Edition Support
  • 0

    posted a message on Long Windows Error crash.

    I don't know why but lately my Minecraft has been crashing on it's own.


    The version I use is Minecraft 1.8 w/ Optifine_I7, Java version is Version 8 Update 171 (build 1.8.0_171-b11)


    and this is the error screen I get:

    https://imgur.com/IDCXoSR

    It's technically a Java problem, but anyone know how to fix it?

    Posted in: Java Edition Support
  • 0

    posted a message on I tried everything, and the server just won't port!

    I'm trying to host a private server for myself and a friend, but for some reason it just won't work.


    I double-checked if I port-forwarded correctly. I deactivated and reactivated, erased and rewrote IPv4 and IPv6 addresses, and even made exceptions within the firewall down to the ports. But it just won't work. I also made sure I got the right device too and... uugh!


    If firewall isn't what's preventing the server from running, then what is?


    Also my network provider is Xfinity.

    Posted in: Server Support and Administration
  • 0

    posted a message on How to fix PvP combat

    Bump.

    Added some new modifier suggestions as well as "Community Suggestion" section. Hopefully bumping is allowed as long as I make sizable updates to the original post. :L

    Posted in: Suggestions
  • 0

    posted a message on How to fix PvP combat
    Quote from Zohondekids»

    Personally, I don't think the new combat itself was bad, it was the lack of ability to revert it via commands (Unless you want to have armor that increases attack speed), and no real gamerules to control how it works. That's just my take on it. Also, btw people could host a 1.12.2 server, get protocol support, and then get an old combat plugin without having to stay with 1.8 plugins. So that point is a little bit wrong about "server owners needing to hold on to 1.8/1.7".



    I'm not trying to void your opinion, but the important part is a lot of people thought this change was inherently bad. However I don't disagree with you. And yes while there are plugins that replicates old combat, it's either not the same for some veterans, or it still doesn't do justice for them cuz they stick to 1.8/1.7 like superglue. The fact there's also servers that doesn't bother for external plugins (or anything they didn't made) doesn't help.

    Either way I think it's best to implement these customization options in, so modification tools regarding PvP are provided for the server hosts instead of being a hassle, while command block enthusiasts can use this newfound power to replicate or create any combat mechanics for both multiplayer and singleplayer worlds.


    Oh and a gamerule to change combatrule.

    Posted in: Suggestions
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    posted a message on How to fix PvP combat
    Quote from decitronal»

    clickbait, but cool ideas


    Quote from firespear1000»

    What makes this clickbait? I don't see anything wrong with it.


    I think it's because he thought I suggested to EXPLICITLY revert the current combat system back to 1.8/1.7, solely because of the title.

    But yeah. I don't see how this thread is clickbait. Even though it's not suggesting to revert back to 1.8 combat mechanics, it's still proposing to re-introduce them via attribute modifiers.
    Posted in: Suggestions
  • 0

    posted a message on How to fix PvP combat
    Quote from traso»

    i don't play pvp anyways and not even the latest version ut sure support


    also i really doubt mojang reads this at all


    Quote from Evil_Frogurt»

    If you don't have any insight, simply refrain from posting...

    This is a discussion, not a 'Dear Mojang' website.

    ^What this guy said, though I do kinda wish this was a "Dear Mojang" post, but again there's countless other visitors.
    Posted in: Suggestions
  • 0

    posted a message on How to fix PvP combat

    Glad to see people aren't jumping the gun so far. Really glad to see the positive feedback. :P

    Posted in: Suggestions
  • 1

    posted a message on How to fix PvP combat

    We've all heard the complaints, veteran PvPers stick to their 1.7.10, claim 1.9 sucks due to introduction of attackSpeed, yada yada yada. This debate is practically a dead horse, but I'll put a summary of this in a spoiler box for those that's unaware of the controversial combat change since 1.9.


    When Mojang announced 1.9 was going to be all about combat changes, this got Veteran PvPers excited, because combat hasn't been a big concern for Mojang until now. However when the 1st snapshot was released, it was quickly received with backlash, how Mojang is changing combat too much, they can't apply their skills in the new combat system. The old combat system was a simple "click to deal damage." This allows competitive players to practice "jitter-clicking" or clicking their mouse excessively to attack as frequently as possible. However the new combat system introduced an attribute called attack speed, which added a form of cooldown to swords and tools. After you swing with your weapon of choice, you now have to wait for your weapon to raise all the way up for it to deal full damage once more. Attack while the weapon isn't raised all the way, it doesn't deal as much damage. This change was a turn-off for PvPers because they couldn't apply their "jitter-click" skills into the new system. It's against everything they've built their skill on.


    The negative reception was so overwhelming, not only did they receive death threats, but also eventually made a snapshot to somewhat cater to the "jitter-clickers" by allowing weapons & tools to deal 25% of their damage minimum if their weapon wasn't raised at all. What's worse is unfortunately Mojang is stemming further and further away from favoring PvP players. It evidently isn't their only player base, but they were just as dedicated as any avid builders or plugin developers.


    Anyway onto the title of the thread: Bring back old combat mechanics. Despite the fact I like the new combat mechanics, I'm not implying to revert it, but rather keep it as the vanilla combat. if anything I actually like the new combat mechanic, especially how the attackSpeed can be modified to somewhat replicate old combat. Unfortunately it wasn't enough to satisfy veteran PvPers as well as other that are strongly acquainted to the old combat. Consequently this made old PvP-heavy servers hold onto 1.8 or 1.7 even to this day. If a public server wants to thrive and expand their possibilities with plugins, but this would come at the cost of losing such a huge portion of their player-base. They have to either stick to 1.8/1.7 and rely on dated plugins, or update at the risk of losing basically the entire server. It's a lose-lose scenario for these servers owners, and said owners knows this well.


    Instead of trying to change or revert combat mechanics again, why not do the following:

    Add more attributes for coders to use for their servers.


    Such a simple idea! I'm aware it could be painstaking to do, cuz it might require the devs to dissect their engines, but I think this would pay off so much. They can especially add the following attributes:


    • Range - How far or short the players can attack with this item. Correct me if I'm wrong, but 1.8 decreased the range of items for attacking, so this could bring even 1.7 players.
      • Value can be negative to attack and affect entities behind the player instead of the front.
    • AttackSpeed - How long it takes for the item to raise back up after attacking an entity. Can be set to 0 to disable AttackSpeed.
    • MinAttack - How much damage the item deals if it isn't raised. Damage will still scale based on the attack recharge.
    • CanBlock - A boolean value that determines whether an item can block or not. What's an old 1.7/1.8 combat without blocking? Sure we have shields, but they obstruct a large portion of our vision without resource packs. This is especially jarring for those that just doesn't bother for resource packs for gosh-knows-why.
    • BlockValue- How much damage blocking reduces with this item by a static number. Makes sense when the item also has CanBlock. This not only can be applied to tools & swords, but shields as well.
      • Value can be negative to make players take more damage blocking with this weapon.
    • BlockPercent - Identical to BlockValue, but uses percentage instead of a static number. Makes sense when the item also has CanBlock.
      • Value can be negative to make players take more damage blocking with this weapon.
    • AttackRate - Not to be confused with AttackSpeed, determines how many times a single entity can take damage from this item per second. Example: AttackRate of 0.5 means a single entity can take a hit from this item every two seconds, while an item with an AttackRate of 609 means they're getting destroyed by a machine gun.
      • Persists while item is not equipped.
      • Minimum value is 0 - Items with a value of 0 can only harm a single entity once.
    • HoldToAuto - A boolean value that determines if an item can attack entities while holding down Attack command. For the very few that likes the convenience of alpha combat.
    • Knockback - How far an entity is pushed if they're attacked by this item. Surprised this is only an enchantment.
      • Value can be negative and knock affected entities towards the user instead of away.
    • BowChargeRate - How many seconds it takes for this item to fully charge.
      • Minimum value of 0 instantly shoots.
    • BowPunch - How far an entity is pushed if they're attacked by the projectile summoned by this item. Surprised this is only an enchantment.
      • Value can be negative and knock affected entities towards the user instead of away.
    • Throwable - A boolean value that determines if an item can be thrown (much like snowballs.) Items with this value on will behave identical to snowballs when thrown.
    • ThrowCharge - How many seconds it takes for this item to fully charge.
      • Minimum value of 0 instantly throws this item.

    Community Suggestions:


    Quote from IGN_1839321»

    Definitely a good idea, but would recommend making it a gamerule rather than mandatory. I think a good name would be combatVersion. If combatVersion = [version], reverts combat system to that of (version). Would make shields glitchy though. I still support bringing back old combat, but new combat has its advantages (i.e. counters KillAura).




    I know that's a lot, but the major ones are Range, CanBlock (and BlockValue&Percent,) Attack Rate, HoldToAuto, and BowChargeRate. Everything else I didn't list may be somewhat redundant, primarily due to the fact plugins can already toy with these values, but it doesn't hurt to have options.


    With these values, plugin developers can really attempt to re-introduce old combat mechanics and apply blocking to swords. If they're feeling REALLY nostalgic, make a PvP minigame replicating Alpha PvP mixed with some potions or shields. Wanna get crazy with PvP minigames? Make one where everyone has a 20-block reach sword that attacks ridiculously fast, or bows with aggravatingly long charge times. Want to directly compete the different combat mechanics via a KitPvP, and include kits representing different combat systems? Why not! The possibilities are endless!


    The only downside to this is this CANNOT favor those that dislikes both the new combat system as well as multiplayer. It may even require Mojang to once again dissect their engine to implement these attributes (then again 1.13 is revamping the Minecraft engine.)


    For those that supports this idea, you can upvote it --> Here <--


    So what do you guys think? Do you think introduction of these attributes could re-introduce old combat to Minecraft without reverting the current combat system we have, and bring the best of both worlds?

    Posted in: Suggestions
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    posted a message on Is Hardcore mode too easy?
    Quote from AaronBlader12»

    I'm not a big fan of player standing still means a zombie with diamond gear. As it could potentially means the player could farm diamond stuffs.


    Don't worry. When starting a new world, the chances would be incredibly slim, and it would take a very VERY long time for zombie to spawn in with diamond armor consistently.

    When I mean very long, I'm speaking of thousands and thousands of days.
    Posted in: Suggestions
  • 0

    posted a message on Is Hardcore mode too easy?

    I think that Hardcore mode should increase chances for Zombies And Skeletons wearing armor.


    Gold 91.9%

    Leather 78.7%

    Chainmail 65.0%

    Iron 30.0%

    Diamond 25.0%


    Chance for Mobs wearing armor: 65.0%

    Chance for Mobs getting level 30 enchantments: 35.5%


    When you reach maximum difficulty on Hardcore, there is a big chance for zombies wearing diamond armor. Diamond armor can get up to Level 20 enchantments. It should also increase the chances for spiders having potions.

    Zombies should also spawn with iron pickaxes, and axes, diamond pickaxes, shovel, axes. Can also get up to level 30. (35.5%)


    Are you implying they should be able to dig? Scary. O.o

    I think that would be suitable, assuming the zombie's mining speed isn't the same as the player's when equipping a pickaxe and such.
    Posted in: Suggestions
  • 2

    posted a message on Is Hardcore mode too easy?


    I'm not trying to advertise, but there is a kernel of truth explained in this video: Hardcore mode is actually just Hard mode but with permadeath, and nothing else extra to challenge the player. The game also induces the illusion of a harder gamemode, by only allowing you one life, but once you get past the idea of how you may die or how you manage, it's almost like playing any other difficulty. Even if you did die, the cause of death would be rare and silly mistakes as, as well as unexpected occasions. Once you have a running base, it's almost back to old school Minecraft. Should you require something, or taken heavy damage, you always retreat to your base as a safe haven.


    The speaker in the video proposes taking away the bed, because it's used to sleep away the night. Before beds were added, there were videos on how to survive your 1st night almost everywhere. But now they've become nonexistent. The speaker also believes taking away the player's ability to set up a base of operations wouldn't necessarily help. Instead make the system more cumbersome (not in a bad way.) Listed instances are faster breaking armor, even more degeneration of hunger, or reduced spawn rate of ores.


    I'd like to add my two cents on this matter. So Persona 5 was released about a month ago, and had a "Merciless" difficulty. It did the same thing as their "hard" difficulty, but not only did it reduce money and exp income, but also increased critical and technical multiplier damage for BOTH the enemy, AND the player. Technical damage is basically critical damage, but happens only if the player or enemy attacks with the appropriate damage type WHILE said target is inflicted with the correct status effect. This advantage (and disadvantage) rewarded players for playing smart and efficiently by synergizing status effects with appropriate damage types. This made the difficulty a breeze if the player played the right cards, without the cost of being forgiving to the player.


    This is a very neat difficulty mechanic and I think hardcord could use a mechanic inspired by such. I'm clearly not saying we should copy-paste the mechanic, because if I was, it wouldn't work because of the lack of different damage types in Minecraft (if there is one at all.)I was thinking of the following:


      • No beds
        • Even if there was one, it'd be either cosmetic, or function much like Minecraft Beta beds.
        • Back in Beta versions of Minecraft, sleeping while a hostile mob was nearby would allow you to sleep, but teleports the mob into your place upon waking up, and does not skip the night.
          • If said mob is a creeper, it will have a longer detonation time.

      • A faster increase in local difficulty, followed by raising the local difficulty capacity (if not making it unlimited.)
      • Stronger mob spawns (they still deal the same damage as they do on Hard. More explained in sub-list:)
        • Zombie's chance to spawn with a weapon and armor (also applicable for skeletons) now scales with local difficulty, but their chances of dropping whatever they wield is also increased slightly.
          • If a player remains within a particular area long enough, they may eventually encounter a zombie with a full diamond set armor and sword.

      • Augmented enemy AIs (of course optimized for performance,)
        • Smarter creepers which explodes if it cannot reach you, BUT they must have sight of you in order to do so. Exclusively in this case, creepers will have a longer detonation time.
        • There's a 5% chance a creeper explosion lures nearby hostile mobs. Those that are armed, armored, or boosted via status effects have a higher chance of being attracted.
        • Skeletons have more varied behavior. Some will shoot at a further distance than normal, others may come closer before shooting. At rare occasions, they may deliberately drop their bows to chase the player, acting like a faster zombie.
        • Sometimes lone zombies may retreat towards other zombies, then attack the player as a pack. This behavior is less likely to happen with armored and armed zombies.
        • All zombies, skeletons, zombie pigmen, zombie villager, wither skeletons, can now pick up whatever item on the ground.
        • Hostile mobs have a small chance of fighting each other. They will also hurt each other if one hostile mob hurts another (intentionally or accidentally.) Neutral mobs may attack each other as well, but the chances are even slimmer.

    • Spawn chance of hostile mobs is scaled by depth of the world; up to 25% more spawn chance at Y:16 and below.

    That's all the ideas I have for now. I'll add more onto this list as time flies.

    I'll also create a separate community idea section within a spoiler tag, featuring ideas and changes you guys posted here that are either most requested, or popular.


    So do you guys think Hardcore mode is really easier than the impression it gives off? What do you guys think should be added or changed to help hardcore mode more difficult (or simply better?)

    Posted in: Suggestions
  • 0

    posted a message on How the removal of jitter-clicking MAY be compensated...
    Quote from oCrapaCreeper»


    They expiernmented with a change similar to that in the 1.9.1 snapshots and it was horribly recieved and reverted to what we have now, so I'm not sure how that would play out


    Seriously?!? O.o

    I'm gonna go see myself.


    EDIT: Doesn't seem that bad. I think the reason why it was so negatively received was because of how it was defaulted to false, similar to how auto-jump is set to true every time you switch to 1.10 or newer, from older versions. x.x

    Posted in: Suggestions
  • 0

    posted a message on How the removal of jitter-clicking MAY be compensated...
    Quote from Badprenup»

    Okay but what about the things I said for that scenario? The part about how anyone using that method would be at a complete and total disadvantage over anyone who just times their own attacks?


    Seriously though, it doesn't sound THAT bad. Hold-to-attacks allows you to hit all of your attacks with 100% damage but requires VERY consistent aim for majority of it's attacks to hit, while timed attacks are more likely to hit, at the cost of attacking slightly slower.

    I completely understand your concern for this idea, but only so much can be expressed on paper.

    Posted in: Suggestions
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