Minecraft Attack Decay - A Compromise on Combat to Make Everyone Happy |
- Attack Decay - A Compromise on Combat to Make Everyone Happy
- Since there isn't an arthropod mob in the nether, how about a giant Scorpion?
- New plant: Jungle Flowers (Repost with feedback site link, also more info)
- Exploding gravel should yield a high percentage of flint
- Windstorms, Blizzards, and Fog
- If raid members get stuck, they re-locate
- Add Bamboo Mat, Screen, and Block
- RMB harvesting
- A fun little improvement to snow golems
- New Shield Type (Small Shield)
- Cursed biomes
- Using bone meal on sand in Desert biomes should produce Dead Bushes and Cacti
- Crawling should have its own animation.
- Mega swamps
- Jumping “Head-First” into water
- Golems should have a patrol schedule too!
- gamerule mobGriefing should be split into multiple toggles.
- The Blossom Biome, The Blossom Village and pandas carrying chests.
- [Video Option] Old movie style screen for Minecraft
- Iron Golems spawn with a large shield to protect themselves and others.
- Villagers are still pretty stupid
- Two new behaviors to make villagers a bit more autonomous.
- What about re-adding giants? A standard zombie would have 1.5% chance of spawning as the giant. It could destroy blocks by hitting them. The block destruction radius could be 5x5x5
- The Equipment Update (For lack of a better name)
Attack Decay - A Compromise on Combat to Make Everyone Happy Posted: 10 May 2019 05:35 AM PDT 🗳️Attack Decay Feedback LinkWell Village and Pillage is out and over. Now we look to 1.15 where a revision of the combat system is planned across all platforms. Mojang is making an attempt to fix combat for everyone. So all 1.8ers and all 1.9ers, give me a few minutes because I think I have a solution for everyone. I propose a new combat system that is a compromise between the old and the new. Players can play however they want on the same server without the need for a gamerule or any plugins. This new combat system is called Attack Decay. 🔧Basic MechanicsA new bar appears on your crosshair called the Stamina Meter. Swing your weapon when it's full. You'll deal full damage and the bar depletes a bit. Swing again, you deal less damage and the meter depletes a little more. Swing the weapon with an empty meter and you will deal no damage. Wait while the bar regenerates over a few seconds. That is the basic gist of Attack Decay: Dealing damage and depleting stamina. The amount of damage dealt or stamina spent on a swing depends on the weapon, and it's controlled by these two data tags:
Put this into practical use and what you have is a 1.8 jitter style of combat system BUT with a 1.9 twist. If you continue to jitter click, you will eventually get tired and your attacks deal less damage, so you will need a moment to recover! ⚔️WeaponsWith a new system, we have new weapons and changes to old ones. They are listed from lightest and weakest to heaviest and strongest, and they all represent a different style of combat. The symbols don't mean anything. They're just for comparison. Short Swords
Swords
Axes
Hammer
. Weapon tier will only effect the strength of a weapon. So a diamond hammer will be stronger than a wooden one, but they will both have the same weight. ⚗️Smithing CustomizationThe Smithing Table was added in 1.14 but it never actually got a use for the player. They are holding off on it's function for 1.15. This is going to be your new work station for adjusting the weight and strength of your tools. It's proposed function is crucial to this new system.
⚙️VariationBecause strength and stamina are controlled by data tags on the weapon, we can do something interesting with them for the Survival aspect... Crafting a certain weapon in a table will yeild a certain weight and strength value. Those are default values that are hardcoded for when you craft the item. But weapons found in loot or bought from villagers can have randomized values!
. 💬ConclusionSo that's Attack Decay. With this system, everyone can play the game however they want, all on the same server, on the same version, without the need for plugins. How combat works for you depends on your own weapon. This is still a crude concept and it's certainly not the end-all-be-all to the combat debate. There are still tricks and combos that PvPers used that had nothing to do with the cooldown system. But I reckon there's potential to at least start fixing combat with this concept. Unfortunately I have no experience in coding or programming. I only have the ideas that I hope you like. So if anyone is interested in developing a mod or a datapack as a proof of concept for Attack Decay, feel free to join r/MinecraftSuggestions Discord and some of us can put our heads together and see what we can do. I also want to share another post on Minecraft's feedback site made by fellow mod u/CivetKitty which proposed a very similar concept. Thanks for reading and fully understanding the concept. If you like it, awesome. If you don't, let me know how I can make it better. I think Attack Decay ought to have a chance at the very least! [link] [comments] | ||||||||||||||||||||
Since there isn't an arthropod mob in the nether, how about a giant Scorpion? Posted: 10 May 2019 11:26 AM PDT The ScorpionThe nether has never had an arthropod monster, so here's my take. For reference, I envision this mob looking like a simpler, minecraftier version of Terraria's Sand Poacher. Behavior Scorpions have 24 HP, and have 8 natural Armor Points and tougher chitin armor which reflects projectiles (they are still affected by splash/lingering potions). They are about the size of a spider from the overworld, minus the addition of a stinger, claws and glow-in-the-dark yellow eyes. Unlike spiders, these guys don't just wander around, attacking whatever they see. No, scorpions are ambush hunters. They hide in patches of soul sand, bursting out when a player walks by. They will charge at the player like a spider, dealing damage, but can fire poisonous barbs out of their stingers if at medium range. These scorpions can be spotted before lunging out. There will constantly be particles on the surface of whatever block they occupy, as if it is slowly, constantly being broken. You can then bait them out by dropping any entity onto the block (this includes dropped items, arrows, splash/lingering potions, etc) which will cause them to burst out. They detect vibrations, so they can't distinguish between prey or dropped item. Drops When killed, these guys will drop experience and exactly one Stinger. The stinger can be brewed with an awkward potion to create a Bottle o' Remedy, which functions like milk but only removes negative effects. Can't say it's an original concept, but I think it has a place in the game somewhere, and since you need to travel to hell and back to get your hands on some, I think it's balanced. Conclusion Any arthropod is good, as it give more use to one of the least useful enchantments, Bane of Arthropods. I think they have an interesting niche within the nether, and I'd like to see an "antidote" type item added. [link] [comments] | ||||||||||||||||||||
New plant: Jungle Flowers (Repost with feedback site link, also more info) Posted: 10 May 2019 04:36 AM PDT I came up with this idea as both a new decorative block, and a way to encourage exploration. Concept Art (could very much be improved) -GENERATION- Jungle flowers (or exotic flowers, tropical flowers, etc.) generate on top of grass in any Jungle biome, including Jungle Edge. When they generate, they grow as a cluster, which will remove any bushes it overlaps. This is to give players a short break from hopping over bushes while exploring a jungle. They come in 7 colors: red, orange, yellow, blue, light blue, purple, and pink. Generated clusters will all be the same color. -GENERAL INFO- Jungle flowers use the same model as Coral Fans on the floor. You can place them on walls, where they use the same model. At night, or in the dark, the flowers fold up (which would require a separate texture from the open ones). They can be placed on any solid block face, and even on leaves. The flowers attract parrots, and prevent hostile mob spawns within 3-4 blocks, if they're unfolded. You need Shears to collect a jungle flower, and you can also put it in your hair. Bone meal will make them spawn more, but only in jungles. -CRAFTING- Jungle flowers can be made into 2 of the respective dye. Also vote on the official feedback site! [link] [comments] | ||||||||||||||||||||
Exploding gravel should yield a high percentage of flint Posted: 10 May 2019 11:32 AM PDT Trading off TNT for extra flint seems like a good trade. It would be good for getting some extra arrows early on. And, it makes sense since an explosion would "shake off" the gravel. [link] [comments] | ||||||||||||||||||||
Windstorms, Blizzards, and Fog Posted: 10 May 2019 04:20 PM PDT Minecraft only has 3 basic forms of weather: Sunny, rainy, and thunderstorms. I think some other forms of weather should also be implemented. Windstorms These would appear during thunderstorms or on high altitude. Wind "lines" or streaks of air would appear on your screen, and they would push you around slightly until the storm ends or when you are on lower altitude. These could be blocked by going into shelter or building the direction the air is coming. Blizzards These would act similar to windstorms. They would slightly push you around as windstorms do, but at the same time create very fast-falling snow that builds up on the ground faster than normal. These would appear in cold/snowy areas. Fog Very simple, but could be added. This would appear after it rains or early in the morning. All it would do is create gray fog around you about 25-30 blocks away from you. [link] [comments] | ||||||||||||||||||||
If raid members get stuck, they re-locate Posted: 10 May 2019 07:30 AM PDT One BIG problem of raids is that the illagers almost always get stuck in trees, holes or surfaces of water. Making the raid unbeatable as you can't find them, and bells can only highlight illagers in a short radius. A way to change that is to make the illagers teleport back to their starting area if you get stuck. Re-locating conditionsNot reaching village
Trapped!
Stuck in water
This also applies to ravagers and witches, basically all raid members [link] [comments] | ||||||||||||||||||||
Add Bamboo Mat, Screen, and Block Posted: 10 May 2019 11:15 AM PDT When a new material is introduced it goes without saying that people will ask for the usual compliment of building materials to be craftable out of it. This has already happened repeatedly with bamboo. But here are some ideas for uses of bamboo that would give it further utility while maintaining its distinctness from wood, and adding some new aesthetic options in the process. The game could add the option to craft bamboo into:
It seems fitting that the latter two should be more fragile than their wood counterparts. Together these would both provide new uses for bamboo beyond merely scaffolding--which seems only fitting for a substance which human history has proven to be so versatile, and provide a new pallet of aesthetic options. (Edited for minor corrections.) [link] [comments] | ||||||||||||||||||||
Posted: 10 May 2019 06:38 AM PDT You can collect any grown crops with right clicking on them and they will be automatically planted again [link] [comments] | ||||||||||||||||||||
A fun little improvement to snow golems Posted: 10 May 2019 03:07 AM PDT Inspired by this post by u/Toxinz1181 . To make snow golems more useful, when they die and if they still have a pumpkin, they have a chance to drop the pumpkin. The pumpkin will not drop as an item but will be automatically placed. It will have a new blockstate, maybe even a different texture (like this -_- ) If another snow golem is close to a golem pumpkin, it will start stacking snow layers next to the pumpkin in order to make 2 blocks in a configuration capable of summoning a golem. Since snow golems only spawn if the pumpkin is the last block placed, it would be necessary for the other golem to trigger this instead. Thanks to u/Mince_rafter for pointing out that pumpkins don't have nbt tags. [link] [comments] | ||||||||||||||||||||
New Shield Type (Small Shield) Posted: 10 May 2019 01:00 PM PDT In the last couple of updates, we've slowly been gaining more weapons and items to help us in combat. Where swords and bows used to be the only weapons useful in combat, we now have a theme to our combat items. 2 melee weapons (Sword and Axe), 2 ranged weapons (Bow and Crossbow) and 1 melee/ranged weapon (Trident). With all of this, we still only have one type of shield, and one that is rarely used outside of deflecting arrows, at that. This is where the small shield comes in. The small shield is crafted like so and would provide a new item for players to use in PVE and PVP combat situations. It would be the counterpart to the large shield, or the current shield that we have in the game. Below is a list of the traits that this shield has and how it is used: Usage: You use the shield by pressing your place/use button just before or during an attack and if the block is timed correctly, you will take zero/reduced damage based on the type of attack. Cooldown: The shield would have a nearly unnoticeable 1-second cooldown after you blocked with the shield, preventing continuous spamming of the shield in combat situations. Movement Penalty: Unlike the large shield, one of the things that makes the small shield so good is the fact that the movement penalty when using the shield is heavily reduced, dropping your speed by a smaller (5-10% penalty total) amount when blocking and not cancelling your sprint while using it, allowing you to move around at a higher and more frequent rate to deal with (a) a large group of mobs or (b) another player in a pvp situation. Damage Reduction: The shield would block different values of damage based on their source. Some examples are:
Backstabbing: The shield will not protect you if you are attacked from the opposite direction of which the shield is facing/blocking. Durability: 337, Much like the large shield. Look: The small shield would have an iron-and-wood design similar to the large shield and be slightly smaller with a more 'round' look. It is based off of a buckler shield from real life. Trading: Armorers could sell this shield at the same price/level as a large shield. Patterns: Banner patterns could be applied to the shield, although it would only show the center of the banner. Repairing: The shield could be repaired in an anvil with wood planks much like a large shield, or could be combined in a grindstone. Enchantments: Unbreaking, Mending, Thorns, Bashing. Unbreaking: Unbreaking could be applied to your shield through an enchantment table or enchanted books and cause the shield to take more hits. Small Shield and Large Shield. Mending: Mending could be applied to your shield through enchanted books in order to regain durability when collecting experience. Small Shield and Large Shield. Thorns: Thorns could be applied to your shield through an enchantment table or enchanted books and deal damage to monsters/players who hit the shield during a successful block. Small Shield and Large Shield. Bashing: A new enchantment that could be applied through an enchantment table or enchanted books. Bashing I, Bashing II, Bashing III. Bashing would cause knockback to monsters/players who hit the shield during a successful block. Knockback Distance would slowly increase each level. Curses: The curse of vanishing could effect this shield, but not the curse of binding. Let me know what you think or what could be changed! I will post the link to the Official Feedback Site as soon as the post is approved. [link] [comments] | ||||||||||||||||||||
Posted: 10 May 2019 10:30 AM PDT A pretty odd idea but biomes in the Overworld with darkened skies. Undead mobs wouldn't burn in them. Skies would look something like this: https://ak2.picdn.net/shutterstock/videos/12360812/thumb/8.jpg Cursed biomes could include something like a Wasteland or some evil biome where the ground is made of podzol and dead bush are everywhere. Still a WIP idea but definitely one I like [link] [comments] | ||||||||||||||||||||
Using bone meal on sand in Desert biomes should produce Dead Bushes and Cacti Posted: 10 May 2019 04:08 PM PDT Similar to how it works with flowers appearing on grass. This would be a nice feature to decorate your deserts just as you might decorate your plains/forest biome with bone mealed plants. This would also work in Red Deserts. I have a feeling that cacti could cause problems since they can't be next to a block but there is probably a way to fix that (I'm not a developer idk how tricky it would be) This would make Dead Bushes renewable incase people want a lot of them for some reason too. [link] [comments] | ||||||||||||||||||||
Crawling should have its own animation. Posted: 10 May 2019 01:37 PM PDT As you know, Mojang added crawling to minecraft in 1.14, by placing a trapdoor at you height and then pushes you down into the crawling mode. One problem is, it has the same animation as when you're swimming. It looks so weird seeing the player just swim in the air. Wouldn't it make sense if crawling got its own animation? [link] [comments] | ||||||||||||||||||||
Posted: 10 May 2019 08:35 AM PDT It would be a new biome that would generate rarely instead of the original swamps. Mojang said no to the swamp villages but I think they should generate on the mega swamps. There would also be a new type of tree here. The player would be able to make a green planks from it. Sometimes mud blocks would generate there, they would be equivalent of the quick sands (that should generate on the desert BTW) and they would sank the player down. Maybe quicksands would sunk the player quickly but there would be hard to get out of them and mud would do the opposite? Anyway the new mob that would spawn here would be a crocodile. They would attack the player and do a death roll on it. Crocodile hide would drop from them and the player would be able to do special books from that hide. Those books would give new and unique enchants after enchanting them. I think that biome would be really cool and would give the players swamps they deserve. [link] [comments] | ||||||||||||||||||||
Jumping “Head-First” into water Posted: 10 May 2019 10:47 AM PDT TL;DR: Basically a better transition into swimming mode, when jumping into water (should probably resemble the animation of dolphins' jump above water). The idea came to my head when I was wondering around on the third-person camera (after hitting F5), jumping into water and instantly activating swimming mode. Right away I've noticed the awkwardness of the transition and thought it would look so much more natural if the player performs a "Head-First" jump into the water, similar to dolphins' animation when jumping above water. I know it's a bit of a whacky idea, but won't it look just so perfect? [link] [comments] | ||||||||||||||||||||
Golems should have a patrol schedule too! Posted: 09 May 2019 04:26 PM PDT I'm thinking that they should travel around the perimeter of the village, and occasionally come back to the center, instead of wandering around aimlessly. Of course, finding a baddie will always have higher priority than the patrol.
This way, the golem will tend to keep searching the more dangerous areas, while still coming into town to see if there's any trouble that got in already. [link] [comments] | ||||||||||||||||||||
gamerule mobGriefing should be split into multiple toggles. Posted: 10 May 2019 04:40 PM PDT Toggling this off disables block damage from Creepers and Endermen, but also stops mobs from picking up items, which breaks villager breeding among other things. The second functionality isn't something one would expect to fall under griefing, and isn't very desirable either. This should be under a separate toggle called mobStealing or similar. [link] [comments] | ||||||||||||||||||||
The Blossom Biome, The Blossom Village and pandas carrying chests. Posted: 09 May 2019 11:09 PM PDT
I might edit this page for extra detail, thank you for reading. [link] [comments] | ||||||||||||||||||||
[Video Option] Old movie style screen for Minecraft Posted: 10 May 2019 04:18 AM PDT Changes the screen colour to a vintage sepia from the 1920s, and posterisation. This changes the music to a 1920s piano track. This is for those who like nostalgia from the 1920s. To prevent it from affecting gameplay too much, the screen does not flicker to an annoying level or have lots of lines on it like in real old movies. This was inspired from Rayman M, where you'd enter a cheat, and bam! Old movie style screen. The screen will never move at all, there will be a bit of flickering, but not much. A warning dialog should appear upon switching this setting to on, warning the player about photosensitive epilepsy. [link] [comments] | ||||||||||||||||||||
Iron Golems spawn with a large shield to protect themselves and others. Posted: 10 May 2019 06:27 AM PDT Ascetically, it looks like the player shield but slightly larger. Golems can still attack as usual, but once their HP becomes low, they'll start using their shield to shield themselves or to protect villagers. Villagers will also stand behind Iron Golems that are shielding for protection. Villagers will trade you this shield, but its incredibly rare. The shield will again be larger and protect more space, but you walk incredibly slowly when blocking incoming damage due to the increased size. There could also be a slight durability increase. Iron Golems could maybe even have a third attack besides from lifting enemies and shielding, a type of bull rush that collects mobs onto the shield and then throws them off. This would stun and confuse enemies, but require a slight charge up for the Golem. Just throwing ideas out there. Thoughts? Annnd downvoted without a reason, awesome. [link] [comments] | ||||||||||||||||||||
Villagers are still pretty stupid Posted: 10 May 2019 01:24 PM PDT They can sleep now but they can't open fences and climb ladders. I think they should be able to do it. Also I think they are smart enough to jump over the gaps that have one, maximum two blocks of length. [link] [comments] | ||||||||||||||||||||
Two new behaviors to make villagers a bit more autonomous. Posted: 09 May 2019 07:53 PM PDT Simple suggestion, but one that would give villages a bit more self-sustain. Firstly, if the village iron golem is damaged, blacksmith villagers can approach them, iron ingot in hand, and repair them to full health over the course of a few seconds. They can do this at most twice a day, and never during raids. For every iron golem in existence in the village they can do it once more per day (if there are two golems they can do it three times, four times if there are three golems, etc.). Secondly, priest villagers can approach a random villager who has been injured and hit them with a splash potion of healing II. This can be done twice per day by default, but this scales with the village population. If the player is hurt, they can splash you, too! They can do this during raids, providing a little support. That's all for now. [link] [comments] | ||||||||||||||||||||
Posted: 10 May 2019 12:38 PM PDT | ||||||||||||||||||||
The Equipment Update (For lack of a better name) Posted: 10 May 2019 12:10 PM PDT Since this post deals with several related ideas that span across multiple different flairs, I figured that the [General] tag was the only flair that was adequately descriptive of this post. This post is based around the idea that we haven't had any updates that specifically focus on adding and improving adventuring gear equipment for players, or wearable items that are primarily for cosmetic purposes. While many of these suggestions could fit in with other themes or have probably been suggested before, I figured it was worth a shot trying to bundle some of the idea's I've either seen suggested previously or ones that I came up with myself into one coherent theme and proposal. So without further ado, here are my suggestions for an equipment themed update (or at least a major part of an update). If you have any ideas or suggestions, I am willing to update the main post to include or modify suggestions. User Interface & User GameplayThe core features of the Equipment Update lie in the altering of the user's inventory and possibly some gameplay mechanics. These changes will serve as the foundation for most of the other changes or additions in this post, so make sure to read them. Additional Inventory Slots -- To allow the use of additional items and more customization later on down the road, the following slots would be essential to the Equipment Update:
Armor Mechanics -- To accommodate the new items to come, the defense values, enchantments, and other stats of all armor pieces would need to be adjusted appropriately in order to accommodate the addition of gloves/gauntlets as well as other pieces of equipment (if necessary). Blocks, Items, & EnchantmentsWearable Items
Potions, Ammo, and Consumables
Modified Items
Blocks, Ores, & Other Raw Materials
EnchantmentsNew Enchantments:
MobsVillagers
Hostile Mobs
Friendly/Passive Mobs
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