Opinions on Combat

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
If me and Luma have to implement all this...
Actually, if you borrow my idea of special abilties in items, you might be able to make one big modular AI with a small modules attached to each new skills. They could change the weight of other behaviors like when to flee, when to charge, when to stay at distance, add new triggers and of course their own weighted action to when to use that particular skill.

If you can make it so they don't look completely dumb, only a few handful of active and passive skills would be enough to create thousands of combinatory slightly different AI. Just gives some random items to your orcs and you will be good to go.

You'll get a prototype mod with thousands of different AI. From there you could progressively add new skills and expand on it.
 
If killing mobs is the only way to get ores, isn't it always a constant grind of killing them for resources?

Depends if we remove Mojang's artificial caps on mob grinders. Then its worthwhile building an automated system to acquire metal.
  • Monsters randomly walk about, instead of just stopping 32(?) blocks from the player.
  • Held items/armour ect always drops on death (making it worthwhile to assassinate armoured mobs early on)
  • Mobs drop all items/exp regardless of what killed them.
(Seriously that 'player kill only' requirement really doesn't make any sense. It needs to go.)
 
  • Like
Reactions: psp
In Minecraft, you are free to change environment, so you can fight with mob on (overwhelmingly) your therms. So, combat is more about manipulating world than timing sword swings. And I think it's a good thing.
 
In Minecraft, you are free to change environment, so you can fight with mob on (overwhelmingly) your therms. So, combat is more about manipulating world than timing sword swings. And I think it's a good thing.

Agreed.
Its why I want held weapons/worn armour to always drop
- its actually a lot of fun taking down a fully armoured better equipped monsters when you have stone-age gear.
 
Personally, what I would like to see to make combat better in Minecraft.

Better, more varied mob AI. Not every zombie needs to just path to you, maybe some are shamblers, some are runners, some are more aware (smarter) than others.
Straifing and or the ability to make quick dodges to the side.
More weapon choices, not only in close combat, but ranged. Each with their pros and cons.
The right tool, for the right mob. A sword does better damage to a zombie, but a mace does better damage to a skeleton (I think this is implemented in Terrafirma Craft)
The ability to craft/use shields and or two handed weapons. Again, with pros and cons.
More mob variety. Something like Mo'Creatures, but focusing entirely on mobs. Different mobs, for different biomes/realms.
Rare/Boss mobs. Non-farmable rare spawn mobs or bosses that once spawned, can not be spawned again. Rituals and or milestones in progress trigger said rare/boss.

That's all I got right now.
 
  • Like
Reactions: buggirlexpres
XP is underutilized. All its good for is enchanting weapons. In other games xp is used to level up your actual character (and sometimes your weapon too). I wonder if starting out with a measly 3 hearts and having to earn the rest with XP would be a fun time?
 
  • Like
Reactions: Eyamaz
XP is underutilized. All its good for is enchanting weapons. In other games xp is used to level up your actual character (and sometimes your weapon too). I wonder if starting out with a measly 3 hearts and having to earn the rest with XP would be a fun time?
In this modpack, it would be pure torture.
 
  • Like
Reactions: epidemia78
Welp, m8s, I need some help testing the pack discussed here. Currently before story or much of the world gen, just in early beta. Fill out the form here to apply.