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    posted a message on How to make Minecraft more Interesting

    Is that not the point. There are some criticisms, but those exist for everything. Take the Combat update for example. A large part of the community disagreed with it, but wait, holy damn it's cool, so it stays. If you don't agree, good for you. If you do, good for you.

    Posted in: Suggestions
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    posted a message on How to make Minecraft more Interesting

    Not one person who's replied has even taken a second to think how cool it would be to make your own discoveries. Predictability isn't bad, it's just not advantageous for a game about mystery and exploration. As for RobertFrans opinion on the new schedule, I stated very clearly that yes, no more snapshots. Instead, imagine a new, perfected, tirelessly tested item or block being added at random intervals, unannounced. Imagine if you didn't know about a new bodd, and then you found it. You'd be ecstatic. This would work, and seeing as the game has pretty much sold itself already by simply existing, they don't need to worry about being a perfect business anymore. This would make the game even more intriguing for new players as well. My favorite thing about early minecraft was not knowing what had been added, and finding out for myself.

    Posted in: Suggestions
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    posted a message on 15w49b snapshot problem/normality?

    Would be cool if you could just randomly come across really dangerous areas like this, but I doubt it's on purpose.

    Posted in: Recent Updates and Snapshots
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    posted a message on How to make Minecraft more Interesting

    This suggestion is much more cut and dry, and much less critical than the title may have made it seem. What I propose is not actually a change to the game itself, but rather a change to the way mojang interacts with the community as a whole.


    Minecraft, at least in it's earlier days, contained quite a bit of mystery. I wasn't an over analysed meta game, or a simple pass time we knew inside out. It was an adventure. It was us, striking out into an unforgiving world, and making our own way in it. The terrain was cool, there was much to do, and it was a good time. As well, regular updates kept us interested by adding new blocks, items, and mechanics.


    Today, not much has changed, in both the game, and the updates. While it has continued to be updated, Minecraft has faded a bit. It has become routine, waiting for the weekly snapshot, and reading the change-log to see what was added. Nothing interesting, or new ever happens, and the additions feel less like discoveries, and more like lines of code, added to the programming. It feels lifeless.


    Dealing with this problem is a difficult thing to do, as it requires an overhaul of not game mechanics, but the way the game is released as a whole. The only way to return the game to it's new, interesting, unique state, is to return the mystery. There are an infinite number of ways this could be done, but I doubt mojang is willing to go all CoD Zombies on us, and I'd rather they didn't. Their good relationship with the fans is a part of what's made them so successful. So, for the sake of brevity, I will make a suggestion, and leave the rest to the comments section.


    I suggest they abandon their current release schedule. While regularity is good, predictability is not. The Minecraft community knows exactly what is going to be in updates long before they come out, and they often know when as well. The game advertises itself, so this does nothing to help with advertising that wouldn't be more than made up for with these changes. Rather than focussing on large updates that contain massive amounts of changes, (or not so massive as of late) they should focus on one, specific thing. They should spend enough time to completely perfect and debug one mechanic, one item or item group, one block or utility. Drop the set release dates as well. An indie game benefits from creative freedom, and lack of pressure to reach deadlines would allow them to stop releasing slightly less buggy versions of the update each week, and start releasing bugless items into the game all the time. This would keep the community abuzz at all times with these new things, and of course with release freedom, there comes the lack of ridicule when updates stop for a while due to any number of reasons.


    A different approach should also be taken to the release of information. Rather than releasing loads of details to the community, and posting the change-log on the front page of the launcher, stop releasing anything at all about what's coming. Keep the community in the dark about all items, blocks, recipes, release dates, and bug fixes. Implement them quietly. Just place them into the game unannounced. Imagine what this would add to the game. The rush of constantly discovering these changes and new mechanics. Imagine spending time at the crafting bench, actually trying out new arrangements, looking for new things. Imagine entering the game completely unwary of a new monster that had been added, and then finding it yourself. This would add a whole new level of exploration to the game. Even for the players that like to build a base, settle down, and stay put, there would constantly be new things to uncover.


    Of course, this would have a few exceptions. For large, game changing things in the same category as combat updates released in the snapshots, there would obviously have to be some level of explanation. Perhaps add a tutorial. It's not like a perfectly good one already exists in the console editions or anything.


    However, this is most likely starting to look a bit wall-of-texty, so I'll cut it off here. Tell me what you think, and leave some suggestions in the comments about how you think mojang could make Minecraft more interesting, in or out of the game.

    Posted in: Suggestions
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    posted a message on Minecraft: The Combat update DONE RIGHT!!!

    I'm going to be completely honest with you. I put this together in 2 hours, at like 3 in the morning. I was exhausted, and I quite honestly thought it was half decent. The friendly, welcoming community of Minecraft Forum has made sure to inform me in no time flat that I was incorrect. That said, it's kind of depressing to look at all this, and realize that you care about my post more than I do. Put up stuff you like about it, or say you don't like it, but the only person here who didn't put in an unholy amount of effort into over analysing every minute detail of my post when it's convenient, then ignore the details that serve only to make up for these details, is chrispang, and he made it clear that he would have had you others not already beaten that dead horse into a fine broth. This is Minecraft. It's not religion, it's not politics, and it's not the annual assholery convention, so why is this all I'm getting. I put up a resource pack a while back, and this same thing happened, and the pack wasn't even a little bit half assed. I thought Planet Minecraft was the one full of dicks, but now I see that nowhere is safe, as not only has this happened twice now, you obviously have nothing better to do, as Kholdstare with his 'oh so brief' comments on this tracked the post to it's secondary version on reddit, and did the same thing there. You guys are scary, and if im going to be treated like I'm being an asshole by a bunch of guys who are obviously up on a high horse, for making a suggestion with the purpose of providing some improvments, then I'm outie, and all your 3 page long hate comments in disguise as logic will fall on dead ears. be happy. You convinced a regular guy to stop posting to this sight with your foolish ignorance. And on Christmas nonetheless. Have you all no decency?

    Posted in: Suggestions
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    posted a message on Minecraft: The Combat update DONE RIGHT!!!

    I'll try to cover all of this. It's a bit hefty of a reply.


    Animations: I know the raising animation takes place after the swing.This, in my opinion, is the shoddy looking part of it. That and the fact that it carries over to all items in the game. My suggestion is to simply remove the recharge bar, and make the swings themselves slower, leaving all other items unaffected. You know when you have mining fatigue and your swing is slower. I say, just place that effect over the weapons at a slightly reduced rate, and then you'd have no choice but to wait on your swings. There would also be a slight delay before heavier weapons such as axes actually hit the enemy, so you'd have to time your attacks better.


    Delays: All I've stated above is that the attacks themselves would be slower, rather than having a delay. It would look better, and even make the weapons feel like they have weight. As for the "mercy" delay, I stated in the misc. section that it would be removed. Now, axes would be powerful, heavy hitting, 1 or 2 hit kill weapons, while the hoes would be the weapon for spamming enemies with weak hits. You have to remember that the inability to swing before your attack fully recharges would carry over to opponents too. Basically, it would turn minecraft's melee combat into something reminiscent of ESO, (bad example, I know) or other fantasy fighting games. Spam clicking would not be introduced. While spam clickers could spam, and hit over and over again, they'd still be doing it at a reduced rate, and without timing, placing them at a huge disadvantage to the people who timed their attacks for the most possible damage.


    Damage: The damage changes were thought out fully, and are not overpowered. Let's try linking some things together here. The fact that armour has a recharge time now, and fully protects from damage until it's disabled will make it so that people will often try run off and recover during fights. The new combat would basically be a game of waiting to charge up, and rushing in to try and overpower someone before they could escape and recover, so while armour is based on preservation, weapons need to be able to dish out as much dps as possible. Killing an enemy will be a game of truly overpowering him, as you have to get him in a situation where you can deal as much as 20 hearts of damage (with full diamond armour) before he cold run off for 10 seconds and let his armour recover. This is not just with my armour suggestion. The new healing mechanic already makes this a viable strategy. I just built on it. Think guerilla fighting. Launch an ambush, pick off a couple of guys, run off for some r&r, then come back.


    Enchantments: The damage buff already put in place is a minor one at best. You have to go into this realizing that, with the new armour, most players will have up to twice as much health in combat, half of which can recover with a brief delay, so more damage is not OP, it's balanced. Taking into account the new improper use penalties that come with enchantments, sharpness would suffer improper use when not living things, smite when not fighting undead, and BoA when not fighting arthropods. Weapons would now be much more tailored for certain situations, giving you a reason to use a variety of them. Do realize that with the most powerful upgraded weapon available, the player would only be able to do a maximum of 13.5 hearts with a fully upgraded diamond axe, and that's only to one type of enemy without a penalty, remember? Players, with fully enchanted diamond armour, and potions, will enter combat with the equivalent of between 15 and 35 hearts, depending on armour type, and potion specifics. At the same time, lighter armour is quieter, and lets you move faster, allowing you to outrun any heavier players. Dexterity was balanced so that it would not reintroduce spam clicking. Spam clicking is around 1 click per 0.1/0.2 seconds, and only the fastest swinging weapons would be brought down that far, such as hoes, which are already like that, only now they'd lose durability from hitting people. At the same time, any level of dexterity, and anything past level one of the draw enchantment, can only be found rarely in generated structures, and dexterity is only in the End, and in strongholds, so it would be extremely hard to find. Finally, the bow enchant is to make up for the new defensive capabilities of players, and again, the enchantment is extremely rare.


    Sword Blocking: As I said, there would be an improper use penalty on this. At the same time, I do agree that a diamond item would have too much durability. Perhaps swords would block 50% of damage, rather than shields 90%. This would be a fitting penalty for having quick access to 2 different weapons on the fly, which was one of the ideas behind this suggestion. The other is for assassins, and also, it looks pretty cool.


    Weapon Specialisation: The DPS of a diamond axe with full sharpness and full dexterity is 13.5 hearts every 0.5 seconds, so 2 times a second, leading to 27 hearts of damage per second, but with a forced swing delay that cannot be interrupted, and enemies that also have these newly balanced weapons. Axes have their crit damage removed, and replaced with the new ability in combat specifics. Axes now have one basic damage output. Their new knockback ability makes up for this. The DPS of a Diamond sword with the same specifics is 9 hearts of damage every 0.3 seconds, adding up to 27 HEARTS OF DAMAGE EVERY SECOND. That balances out pretty good if you ask me. As well though, swords are still better for combat, as missing with a sword swing leaves much less of a recovery time, and the sword has its crit damage boost, taking it up to 30 hearts a second. It was not up to me to try and make the tools into weapons. I refuse to suggest new items, as it seems more like something that won't actually be considered if I do that. The tools are already being changed into weapons, what with their new swing delays. This suggestion simply refines the delays, and adds special abilities to every tool. Notice that the hoes, as usual, do very low damage. I made up for this in combat by giving them a bunch of knockback abilities, turning them into the go to defensive weapon for an archer, who just wants to get some distance. Combine this with his ability to outrun any player in armour heavier than chain, and you see where the differentiation comes in. Making them act COMPLETELY different form swords is actually impossible, due to the fact that minecraft is, and will always be, a game about hitting things, with other things.


    Armour Slowdown: Diamond still Is the best tier. It essentially gives you double health, half of which recovers over time. It slows you down imperceptibly, and doesn't make much noise. I wanted the speed difference to be hard to notice in normal gameplay. You'll only notice it if you're wearing diamond armour, and chasing down someone in leather. He will escape, because he is minutely faster.


    Stealth: The stealth is actually viable now. A player in combat with full leather will only be a one hit to the tankiest of players. Those done up in full diamond, with a fully enchanted diamond axe have ALWAYS been able to best you in combat. The goal of this is not to make it so that the guy in leather with an iron sword is AS GOOD as a guy decked out with diamonds. It's to make it so that, should he get caught by one of these tank players, he has a few different options. He actually has the capacity within the constraints of the game to have the guy in diamond armour actually guessing what he's going to do. Is he going to whip out a hoe and spam him with attacks so much he can't land one? Is he going to run off and actually have a chance of escaping due to his lighter armour. Is he going to dive off a balcony with the elytra and swoop up, firing of 4 or 5 arrows towards the tank with an upgraded bow? The possibilities are endless now. At the same time, you can hide in tallgrass again, and it will obscure your nametag, so it works for both players and mobs.


    Armour Health: Not true. If a guy in iron armour with an iron sword tries to rush a guy with diamond gear, he will be used to mop the floor after the fight. If a guy in chain armour takes a couple of arrows from way off wherever, it won't affect his health. His armour with recover in a bit, and he'll be on his way. You have to remember that there are so many variables in place. Enchants, potions, different armour classes, different weapons. You still have your full health after that's gone. The only way a guy will be able to fully kill someone without them effectively countering will be if he sneaks up on him, which, as stated before, is now possible. If you have weak armour, you are either using a bow, or you're sneaking, and you can run away, so being in a situation where you get comboed to death will be uncommon. Diamond armour, and iron too, will be able to take enough hits that a guy can get his bearings, let the armour recover, and return to the fight ready for combat. Armour does not protect by percentage any more, it takes the damage for you instead, so how full the armour bar is doesn't effect how much the armour protects you.


    Shield Durability: Did I not increase the durability? That was my goal, as I heard the durability of shields was pretty low. I'll have to change that.


    Bow Durability: Yes, I know, it's fine. Just a bit excessive. This one, I admit, is more opinion, but having to worry about your bow breaking a bit more than you currently do would level it out with weapons and armour a bit.


    Limited Shielding Time: The point of this, while I admit you're right on the clunky part, was to emphasize timing. When your enemy attacks, you will now, due to the animations, actually have a chance to see it coming and react. If you bring up your shield for less than the maximum second, it will count right back down, and you'll be able to block his next attack. The only weapon that would be able to outswing the usefulness of a shield is a hoe, and they do barely any damage. Also, what is up with this whole comboing thing. The weapons still swing slowly. You still have to wait before yo swing again. Now you don't have a choice. Interrupting a combo is as easy as hitting the guy while he's recovering, which, again, is not true with the hoe, but it does terrible damage.


    Potion Arrow Change: This was an attempt to make it easier to select the arrows. This way, archers will actually have to play the archer, rather than having a sword they can quick switch to, and it will remove the gimpiness of firing a bow one handed while you hold a shield. This was the main goal here.


    Penalty Change: Was an attempt to add drawbacks to misusing weapons. The axe is not the best weapon. You said this many times, but it's not. Do your math next time. Swords have an identical DPS, but swing faster, and have a crit bonus. They are still the most versatile weapons.


    2 Handed Nerf: I get what you're saying, but maybe just axes and pickaxes, as they both act as heavy weapons. The axe is not the best weapon, tools are useful.


    Hiding In Grass: Mobs will not be cakewalks in this update. Being overrun with the reduced attack speed is a big worry in the new update, and it still would be, in a much less forgiving way, as you have no low damage knockback hit to fall back on. As well, armour and weapons would also be more dangerous in the hands of mobs now, with these updates taken into account.


    I understand your concerns, I really do. That said, most of what you had to say against balancing was based off assumptions, and proved untrue when I used some math. The basic idea is that this would add variety, and every buff the weapons get is active for every player and mob. I saw your concerns, and rebalanced armour accordingly. Combat would be, if anything, slowed down by this. I get the feeling you misunderstood what I had to say about the swing times, as you were acting like I basically said to put back spam clicking. I just proposed a way that forces you to follow through with your attacks, rather than spamming weak attacks every time you miss.

    The different weapons are all aimed towards different playstyles. think like this. Sword:Fighter Pickaxe:Paladin Axe:Heavy Shovel:Knight Hoe:n00by Spammer Bow:Archer. Different weapons have different upsides and downsides, and the new armour makes up for the increased damage. Everything balances out. Give the idea a chance. I did my math. You should have done yours.

    Posted in: Suggestions
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    posted a message on Minecraft: The Combat update DONE RIGHT!!!

    I'm pretty sure that the fact that this post is in the suggestions thread makes the fact that, "DONE RIGHT" is an opinion kind of go without saying. You have to sell it. Basic marketing. That said, they wanted a combat update, and kind of didn't make that. I did this post with their usual habit of not including suggested items in mind, and tried to make sure most of it would be relatively easy to code.

    Enchantments wise, the suggestion above is already very similar to the current enchants. You needed to read the entirety of my post to really get it, so maybe try that. The new enchants and damage are balanced with the new recovering armour in mind. Try to think a bit before deciding you don't like something ;D. Quickdraw allows people to actually use the archer class against the new armour. I know it's not completely original, but It really is needed, so I included it.

    These, "not so special" combat specifics are details that make the weapons their own, rather than just something else to hit things with. Considering that the swing times on weapons would now be animated, rather than using a programmed recharge, they could easily use their own combat types. First, the hoe now acts as a normal weapon, so I added a bit of extra knockback through the abilities to balance it out.

    I think that rather than these being tweaks that I like, they are simply tweaks you DON'T like. You cannot argue your opinion by stating that the opposing info is also an opinion. It simply doesn't work like that. This suggestion is a full rebalance of the combat system, built off of ideas that I know FOR A FACT, that much of the community supports. I fixed combat by making it look better, and play better, and now it meets in the middle with the spam clickers too.

    Don't be so quick to dis something you disagree with. If you took the time to actually think out the implications of all these additions instead of starting to formulate your negative response before you finished the first topic, you would have been paying enough attention to put all the things in this post together as one suggestion, rather than a group of separate changes. That is what differentiates this from a wishlist. This is one, overall rebalance, that would improve and draw out PvP combat.

    Posted in: Suggestions
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    posted a message on Minecraft: The Combat update DONE RIGHT!!!

    I do agree with some of your points. Putting it simply, without all the details above, I want armour to work as a secondary health bar, that recharges over time, with a slight delay. The reason chain armour would make noise more often, is that it's made of chains so it would constantly shuffle around. This is made up for by chain acting as light armour, while still being decent. Gold and chain clink slightly more, but the faster recharge on gold armour is to make up for the fact that it's basically crap.

    Stealth, on the other hand, was an option I wanted to expand heavily upon. Hiding in tallgrass is something that should have stayed in, but maybe it could also silence your armour, and even dim your nametag, so you could hide from people too. The secondary swords that can block was put in mostly for the assassin types, as you would look much cooler with two swords than a sword and a shield. As well, you can have different enchantments on the swords, and switch them out on the fly.

    The draw penalty was put in with the damage caused by dryfire in mind, but there was no better way I could think of to implement it. Maybe add it only when you spam click the bow. This could double in effectiveness for mapmakers who want their bows to have less than the base durability, so they have to fire it a bunch to damage it.

    The weapon mechanics now have a system where you swing, and it drops your weapon. A small bar will appear that shows how long you have before the weapon can swing again. Heavier tools such as axes have higher swing times. The problem with this, is that it looks shoddy, and carries over to every block and item in the game. The recharge bars are both somewhat difficult to see in the chaos of minecraft PvP. It is currently far too easy to misjudge the recharge, and swing too early, causing a massive damage reduction. My suggestion simply makes the weapon swing animation slower for heavier items, so you cannot interrupt the recharge. This would look better, and feel more like the weapons have weight, and not just a programmed recharge time. The removal of offhand for all tools (not swords though) is because most of the tools in the game are 2 handed items.

    Posted in: Suggestions
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    posted a message on Minecraft: The Combat update DONE RIGHT!!!

    MINECRAFT

    IMPROVING THE COMBAT UPDATE


    This is not a wishlist. Simply a collection of tweaks


    The combat update has added a few great features to minecraft in combat, sounds, animations, and a few other miscellaneous things. While not at all a bad update, there are a few things that could use some tweaking, and could definitely benefit from them. I've tried to do some decent work on the layout of this post, and may update it later.


    Combat


    -COMBAT BASICS


    The delayed attack animations are a decent addition to the game, that I have no problem with at all. It adds variation to the combat in combination with multiple other factors, and improves an aspect of the game that was, up to this point, rather lacking. The timing is right, and the damage is acceptable in most cases, but there are a few tweaks that are needed


    -Animation: The delay is fine, but it's execution is sloppy, and tedious to deal with. Why bother giving weapons and every other block and item in the game a half done looking lift animation, when there's a perfect way to change swing speed already implemented into the game through potions. The swing speed could remain unchanged on every item that wasn't a weapon. Otherwise, the weapons and tools would have the normal swinging animation, but at a different speed. At the same time as both looking and functioning better, it would both add a short delay on the impact of heavier weapons, increasing the need for timing in combat, it would satisfy the people who complain about the removal of spam clicking, as you could still sort of do it. This would still allow for all of the special attacks added in the snapshot to function in a much better way.


    -Delays: The basic, single punch takes exactly 0.3 seconds. Rapid block breaking is unchanged. The timings on weapons swings would be changed, and would have several modifiers on them based on several factors. First of all, the weapons would have a basic swing speed, rather than a recovery speed that can be interrupted. Swords have a swing speed of 0.5 seconds. Pickaxes have a swing speed of 0.6 seconds, as they are large, 2 handed tools in most cases. Shovels would swing at 0.5 seconds, as they are also 2 handed, but they are usually lighter than pickaxes. Axes would swing at 0.7 seconds, to make up for their obscene damage. Finally, hoes would swing at 0.4 seconds, as they do the least damage. Materials would now have an effect on the base swing speed of weapons. The basic speed is based off of iron and stone tools, which have no material modifiers. Wood subtracts 0.1 seconds from swing speed. Gold adds 0.2 seconds. Diamond adds 0.1 seconds.


    -Damage: Basic iron tools will be the baseline for this description. A sword does 4 hearts of damage. An axe does 6.5 hearts of damage. A shovel does 3 hearts of damage. A pickaxe does 3.5 hearts of damage. A hoe does 2 hearts of damage. Wood, subtract one heart. Stone, subtract one half heart. Gold, add one heart. Diamond, add 2 hearts.


    -ENCHANTMENTS

    To fit the new combat system, a few enchantments would be simplified. I am unsure is my suggestion on the damage upgrades is already the case, but I feel stating it is necessary for perspective purposes. As well as this, a couple of new enchantments would be added as well.


    -All damage enchantments, such as sharpness, and bane of arthropods and such, would add one heart of damage per level, without fail.


    -Basic fire enchantments light a target on fire for 30 seconds. Each level adds 10 seconds of flames.


    -Knockback and Punch level ones remain as is. All additional levels add one block of distance.


    -First new enchantment, dexterity, reduces swing speed by 0.1 seconds, and goes up to level 2. This will not tilt the balance in any extreme way, but can help mildly. This enchantment could be found as an enchanted book in dungeons, nether fortresses, and both sand and jungle temple chests.


    -Second new enchantment, quickdraw, reduces bow draw speed by 0.1 seconds. It goes up to level 3, at which point the bow charges almost instantly. This enchantment could be gained extremely rarely at it's level one phase from an upgraded enchanting table, and could be found up to it's maximum level in stronghold and end city chests.


    -DUAL WIELDING

    The dual wielding is balanced in a decent way, but a few tweaks are also necessary in this category, both in a refinement sense, and a balancing sense.


    -Blocks can be placed from both hands. If you place a block in both your left and right hands, you will be unable to punch, but you will be able to place both blocks alternately. On the other hand, (No pun intended) you can place a block in your off hand while there's a sword in your main hand.


    -For aesthetic purposes, you could block with a sword if it was in your off hand with the same function as a shield. This would be for the assassin types who want to dual wield, and want there to be a purpose. At the same time, the enchantments on separate tools and weapons could be used alternatively in combat with the hand switch button.


    -Another aesthetic change is that any sword or shield that was in the off hand, and had not been blocked with, would lower slightly, so as not to obscure your vision.


    -COMBAT SPECIFICS

    The new attack abilities are cool, but could be further utilised for multiple tools.


    -Swords have a 1 heart bonus on critical attacks


    -Axes have their shield disabling ability, but also have a one block increased knock back on their sprint attack.


    -Pickaxes gain the shield ability from axes, but have the critical bonus from swords


    -Shovels gain the slashing ability, and have a half block knock back increase on all basic attacks


    -Hoes have the same knock back ability as shovels, as well as the slash from swords, and the knock back while sprinting from axes


    -ARMOUR

    Armour is, let's face it, an untapped source of combat variation. This has been brought up several times, and armour does, without a doubt, need to have an effect on your character that is more noticeable overall. What I propose is a complete armour overhaul, that changes several aspects of it, and of how it works.


    -Armour, first of all, changes your movement speed slightly. This is the least original of the suggestions in this category. Leather and chain armour have no effect on your speed, but iron reduces it by 0.1 seconds per block, diamond by 0.2, and gold by 0.3.

    -Armour makes noise. Every armour type besides leather has a sound effect for making noise, and armour will make noises at random intervals, with a minimum of 15-20 seconds between each noise, though you can go several minutes in silence. Leather is completely silent so that you can use it for stealth. Chain armour makes noise twice as often. When your armour makes noise, it acts as a ping for all nearby mobs that can't see you within a 15 block radius. If any unaware mobs are nearby, they will hear, and come after you. At the same time, any nearby players may hear as well.


    -The armour bar now acts a bit differently. Armour fills it the same amount it usually does, but when you are hit, it reduces like your health, taking the damage in it's place. Leather, iron, and diamond armour will recover from any damage done at the speed of level 1 regeneration, with a cool down of ten seconds after an attack before you start to heal. Chain heals with the same cool down, but at the speed of level 2 regeneration. Gold heals at level 1 regen, but with a 5 second cool down. When your armour is on cool down, it will have the same effect as your shield when it's disabled.



    -MISCELLANEOUS

    A few other assorted items up for changes


    -Hoes now suffer a durability loss when hitting mobs


    -Shields now have a basic 120 durability


    -Bows have 100 durability


    -Shields can only be held up for 1 second at a time, with a short recharge if they are held up for the full second. This encourages timing with your shield. Shields however, reduce damage by 90%


    -Potion arrows will not be used unless they are in the off hand, and when they are, they are held like lowered swords and shields


    -The improper use penalty is employed on only shovels, pickaxes, and hoes


    -If an item is enchanted with bane of arthropods or smite, its improper use penalty will be completely removed from any enemies it has a damage boost on. At the same time, mobs unaffected by the damage boost will cause the improper use penalty


    -Bows suffer an improper use penalty when fired before the last two stages of charging


    -Due to the slower attacks being forced, the brief invincibility after being hit is removed from both players, and mobs


    -Using a tool besides a sword will make you put away your offhand item, as they are all 2 handed items. This could have an arm animation Tools in the offhand still have no function


    -You can hide from mobs in tall plants again, and it will silence your armour


    So, that's all I have to suggest. It is basically a tweaking, and refinement of the new update. The new stuff adds variation, but the weapon and armour tiers, and tool types, are all variations of the same strategy. The slowness of diamond armour along with the more powerful axes will make good tank players. The strength and lightness off chain armour along with the massive potion variation will allow powerful wizards. The silence of leather armour, and the draw speed enchantment will allow archers to excel. The elytra, along with offhand sword blocking, and the swing speed increase enchantment will let ninjas become viable as well. Combat, with the new delays of heavier weapons, and regenerating armour that actually adds visible health will make the combat seem heavy, and brutal, and will allow fights to become long, and tactical. Please leave any suggestions or comments below.

    Posted in: Suggestions
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    posted a message on So they're NOT going to change the weapon stats again?

    You can't use the fact that 6 zombies can now kill you if they corner you as a downside of the new update. If you are in a corner, with 6 zombies coming after you, that's a failure on your part. If difficulty is a bad thing in your mind, perhaps Minecraft isn't for you. I, for one, am happy that casual gamers will start to leave. It's always better when you're playing with people who have some skill.

    Posted in: Recent Updates and Snapshots
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    posted a message on Decay: An Apocalypse Pack

    DECAY PACK


    A Modern Apocalypse Resource Pack


    Features:

    -Loads of items and blocks changed

    -Crafting compatibility (Recipes still make some sense)

    -A language file

    -1.9 Snapshot Compatible


    This pack is the result of hours of work put into making an apocalyptic pack that kept the feel of vanilla minecraft intact. Through it's many iterations, this pack has improved and adapted with each update to become what it is now. This pack has had 100+ hours of work done on it, and now it's reaching it's final stages. While there is still some work to be done, it is in a very playable state right now. Take it, enjoy it, and leave some feedback in the comments section.


    Items & Blocks


    Food Items

    2015-10-12_19.14.59


    Brewing

    2015-10-12_19.15.09


    Materials

    2015-10-12_19.15.21


    Tools/Weapons/Armour

    2015-10-12_19.15.33


    Misc.

    2015-10-12_19.15.48


    Blocks

    2015-10-12_19.24.11


    Mobs


    Creeper (Charged)

    2015-10-12_19.27.17


    Zombie and Baby Zombie

    2015-10-12_19.27.51


    Spiders

    2015-10-12_19.28.02


    Pigmen

    2015-10-12_19.28.11


    Blazes

    2015-10-12_19.28.17


    Magma Cubes

    2015-10-12_19.28.31


    Ghast

    2015-10-12_19.28.42


    Skeleton/Whither Skeleton

    2015-10-12_19.29.18


    Slimes

    2015-10-12_19.29.24


    Enderman

    2015-10-12_19.29.31


    Cave Spiders

    2015-10-12_19.29.38


    Silverfish

    2015-10-12_19.29.42


    Witch

    2015-10-12_19.30.01


    Snowman

    2015-10-12_19.30.24


    Iron Golem

    2015-10-12_19.31.04


    Demonstrations


    Nether Cave

    2015-10-12_19.32.22


    Overworld Cave

    2015-10-12_19.32.53


    Town

    2015-10-12_19.33.17


    Street

    2015-10-12_19.34.55


    Download Link:Decay

    Leave comments, suggestions, and feedback in the comments, and enjoy the pack!!!

    Posted in: Resource Packs
  • 1

    posted a message on Spears (Melee Weapon)

    I had an idea for a better crafting recipe for the spear you can look at.

    I figured that adding in the string would make up for one less resource. As well, it should probably be a bit easier to craft resources wise, as it has a bit more difficult of a play style to adapt to.


    Either way, this suggestion has my full support.

    Posted in: Suggestions
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    posted a message on This Days Apocalypse: An apocalyptic nightmare!!!
    The fact that unfinished minecraft texture packs have the default textures begs to differ. I don't watch the news because it's just depressing, but I actually just looked it up and found that I am breaking no law. In order for me to get in trouble, I'd have to release a fully functional product for free, not a sigular sprite. The copyright laws are very specific, and based on exactly what the copied product is. It does not, for example, apply to images of an already released product. That's why you see screenshots from movies and games all over the internet. I am being the opposite of ignorant, I am being, if anything, smart.

    I understand that the default textures are a bit bland, and that I'm not the first to make a default faithful pack, but I honestly wonder why you think your word is sage. I already said once that the comment section is for positive feedback, and suggestions. I am not remaking the whole pack just because it isn't good in one guy,s opinion. I feel like you should perhaps look at alterna craft, or alternate default. These packs are very successful. I also made pack a while ao that pretty much was the default textures, and posted it to planet minecraft. It gained a reasonable amount of success with it's over 3000 views and over 1000 downloads. I personally think I'll take your opinion to a grain of salt.

    I feel like you may be trying to start a fight with me, talking like you're superior and like I don't know what I'm talking about. Honestly, I'm not looking for success. I made a simple pack, and figured, "Hey, maybe a few people would like this. I think I'll put it up for download." I didn't do it looking for your so called, "sage advice," and I'd very much like it if you kept it to yourself. The pack is up, I already changed some texturess to make it more original. I will add new content to it, but other than that, it stays up. Good day.
    Posted in: Resource Packs
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    posted a message on This Days Apocalypse: An apocalyptic nightmare!!!
    Quote from Alvoria»

    Actually, it is. It literally is. Read up on how copyright law works. That texture is Mojang's property which is protected by copyright. Using it without Mojang's express written permission is a violation of copyright law. :( Same with the rest of the modified game textures. They're not your property, so you don't have the right to modify and redistribute them.

    As for the rest, consider this: If people look at your pack and immediately think you've stolen your textures from another source, whether this is a true statement or not, it means you're not doing anything new or interesting with your artwork. You need to take a step back and really think about what you're doing in terms of style and quality. If your style is bland, or your quality sub-standard, refine it before you publish your pack.

    You have made some valid points here. I am actually getting rid of or modifying farther any place holders, and it's coming along quite well. Expect the problem fixed before the end of the day. As for the carrot texture, the copyright law only comes into effect if I am distributing the texture with the purpose of making money, or claiming it as my own. At least as far as I know. I do appreciate your concern though.

    As for the quality of my textures, my style is as close to default as I can manage, while still getting the apocalyptic feel. I wouldn't call it bland, just faithful.
    Posted in: Resource Packs
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    posted a message on This Days Apocalypse: An apocalyptic nightmare!!!
    Quote from Phil3992»
    Are all these textures made by your self, some of the items look very familiar and without being rude texture quality doesn't seem run through the pack, parts like items look really well drawn but then some block look bucket filled. For example the hammer looks great yet the frying pan less so, seems odd to have such varying skill between items and shading


    My texturing skills are still in the works. While I did draw each and every one by had, some of them were, in a way, copied, as in i based them off of a reference image. Most of them are actually place holders though, as I am working on an update for the pack right now.



    Quote from Alvoria»

    Some of the textures in this pack are definitely stolen from other sources. The carrots are the first texture Mojang had for carrots before they replaced it with the single-carrot texture in the following snapshot. I also recognize the crowbar from I believe Railcraft. It wouldn't surprise me any if the rest of these had been nabbed from obscure sources as well.

    I don't really like how you talk about my textures like referencing is a bad thing. I assure you that I drew every texture in the pack by hand. It's not as if it's a crime to use the original carrot texture, I just liked it better. I promise you that if the reference images I used are obscure, that is coincidence. I simple googled, for example, minecraft crowbar, found an image I liked, and based mine off it. Others still are simply modified game textures. I would like to take this opportunity to state that on this pack, the comment section is for positive feedback, and suggestions. Not insults and accusations.
    Quote from Purzel2205»
    Baseball bat from The End is Extremily Nigh and hammer from Carpenter's blocks

    The baseball bat is not from the end is extremely neig, as that pack is 32x32. The hammer, like multiple other weapons, is based off of a reference image. It is not tracing, it is not remixing. It helps assure the quality of my textures.


    If you don't like the pack, don't download it. I didn't think that minecraft forum was so full f critics. Jeez.
    Posted in: Resource Packs
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