Opinions on Combat

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MonkeyB

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Jul 29, 2019
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The PvE side of things is always going to be a bit limited with Minecraft, regardless of tweaks made to combat. I'm sort of looking at this as a way to add various options for PvP, which is where most of a combat overhaul adding more sophisticated mechanics would be felt

What sort of options can be added that keep the game fair?

I'm hearing a lot of leveling, but this idea would seem to create a sort of break between early and late game players, with people who win more fights becoming better, and they are better because they keep winning fights.
 
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schpeelah

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Jul 29, 2019
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Sounds like about half the people in this thread just want the Mine&Blade: Battlegear mod.

What I'd like is for mobs other than the creeper to have an attack animation leading up to dealing damage, instead of just dealing damage on contact. That would introduce an element of timing into combat, enabling dodging, blocking and timed attacks to have meaning. As it stands, there is really no point to doing anything in melee other than swinging your sword wildly at mobs.
 

trajing

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Jul 29, 2019
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Sounds like about half the people in this thread just want the Mine&Blade: Battlegear mod.

What I'd like is for mobs other than the creeper to have an attack animation leading up to dealing damage, instead of just dealing damage on contact. That would introduce an element of timing into combat, enabling dodging, blocking and timed attacks to have meaning. As it stands, there is really no point to doing anything in melee other than swinging your sword wildly at mobs.
That'd be nice, and we are thinking of M&B: Battlegear.
 

SoraZodia

Forum Ghost
Third Party Pack Team
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Mar 11, 2014
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For Minecraft's combat, I would make it so the player can choose the direction they can swing their swords and make it so that mobs (including creepers) can do that as well. And if the player sword's path happens to collide with the mob/other player sword's path then the two would cancel out, negating the damage, and (depending on their sword-handling skill) receives some knockback. Players and mobs will each have their own skills that will become available as they level up. As the players level up, they may choose to increase their attack damage or further develop a certain skill by using skill points.

For Health Regeneration, I'll disable it for players under a certain level and allow them to restore their health by eating food. For players that's above that level, they will no longer be able to use food as a way to restore health and their health regeneration would be restored with the ability to increase the regen rate via skill points- there will be a cap to make sure the rate won't be too high.

If a high-level player happens to fight a lower-level player then, depending on the level-different, the higher player will have their regen nerfed or disabled. If the high-level player happens to get swarmed (like a 10v1 or 5v1 scenario), his/her regen will be de-nerfed/enabled.
 

MonkeyB

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Jul 29, 2019
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For Minecraft's combat, I would make it so the player can choose the direction they can swing their swords and make it so that mobs (including creepers) can do that as well. And if the player sword's path happens to collide with the mob/other player sword's path then the two would cancel out, negating the damage, and (depending on their sword-handling skill) receives some knockback. Players and mobs will each have their own skills that will become available as they level up. As the players level up, they may choose to increase their attack damage or further develop a certain skill by using skill points.

For Health Regeneration, I'll disable it for players under a certain level and allow them to restore their health by eating food. For players that's above that level, they will no longer be able to use food as a way to restore health and their health regeneration would be restored with the ability to increase the regen rate via skill points- there will be a cap to make sure the rate won't be too high.

If a high-level player happens to fight a lower-level player then, depending on the level-different, the higher player will have their regen nerfed or disabled. If the high-level player happens to get swarmed (like a 10v1 or 5v1 scenario), his/her regen will be de-nerfed/enabled.
Sword aiming sounds interesting. How would it be done?
 

Iluvalar

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Jul 29, 2019
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The battles...

Th best would be a inventory system like final fantasy tactic with more slot available for equipement. necklace,rings, bracelts, left hand, shoulder pads.

Each item would give you one unique ability. It could be a skill (dash, whirlwind,slash,pound, fireball, heal, summon slime, meditate, cure, blind, slow, teleport) or a passive ability (reduced damage, imunity to poison, jump higher, run faster, increased HP, increased mana).

Each players could then mix the ability they want and fit their own unique playstyle. The key idea here is to increase the total amount of options each players have. Because slashing the sword in front of each other is not really interesting...

The economy...

Those items should be in their own inventory and limited to what you can wear and only a few spare item players should lose 1 random of those item when they die. So they dont lose all the character they were trying to build but at the same time give up something to the winning player.

Instead of the normal crafting system, most of those item should be bought at a special blacksmith in the villages. This way there could be a lot more items and the price could be set much more precisely. And players wouldnt have to learn 3 tons of recipes. Each village would have their own level and the blacksmith of a level would simply refuse to buy or sell item of higher level. This would cause higher level players to gather and fight against each other and somewhat leave the lower players alone in other village.

The buildings...
I would make the blocks age when they are placed and slowly become much more resistant to normal tools after a while. This would allow players to build defenses in a safe zone which would actualy resist to any idiot with a stone pickaxe but at the same time would prevent people to build a brand new walls out of nowhere in the middle of a fight.

I'd reduce the resistance difference between basic material (stone, wood) and obsidian. Those material should still be a decent option I don't want every structure in the game to be obsidian.

I'd make block more resistance if they are surrounded by blocks of another type. This would encourage people to create interesting design. Like windows, wooden struts, patterns, fences and such. Instead of going for a plain cobblestone wall just to race their build. The regions would be much more visualy appealing this way.
 

Zenthon_127

New Member
Jul 29, 2019
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Dual wielding and RPG-style skills. More weapon types, namely spears, daggers. hammers, etc. Enemies should also get the aforementioned skills.

When I can be a flying ninja that dual-wields a dagger and a lance, I will be happy. And yes, I actually had a character like that in an RPG I played.
 

MonkeyB

New Member
Jul 29, 2019
28
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When I can be a flying ninja that dual-wields a dagger and a lance, I will be happy. And yes, I actually had a character like that in an RPG I played.
Well, I want to be a self centered 23 yo single man with no muscles but still can kill lots of people!
 

null123

Well-Known Member
Mar 27, 2014
567
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79
Individual body parts. I mean, stabbing someone in the head, is going to do a lot more damage than stabbing them in teh foot. And maybe depending on where you stab them, it could give them different status effects? (Eg. If you are stabbed in the foot, you might have to hop, or walk slower. If you are stabbed ni the hand, you couldnt use a weapon in that hand, or you couldnt as efficiently)[DOUBLEPOST=1409631098][/DOUBLEPOST]
The battles...

Th best would be a inventory system like final fantasy tactic with more slot available for equipement. necklace,rings, bracelts, left hand, shoulder pads.

Each item would give you one unique ability. It could be a skill (dash, whirlwind,slash,pound, fireball, heal, summon slime, meditate, cure, blind, slow, teleport) or a passive ability (reduced damage, imunity to poison, jump higher, run faster, increased HP, increased mana).

Each players could then mix the ability they want and fit their own unique playstyle. The key idea here is to increase the total amount of options each players have. Because slashing the sword in front of each other is not really interesting...

The economy...

Those items should be in their own inventory and limited to what you can wear and only a few spare item players should lose 1 random of those item when they die. So they dont lose all the character they were trying to build but at the same time give up something to the winning player.

Instead of the normal crafting system, most of those item should be bought at a special blacksmith in the villages. This way there could be a lot more items and the price could be set much more precisely. And players wouldnt have to learn 3 tons of recipes. Each village would have their own level and the blacksmith of a level would simply refuse to buy or sell item of higher level. This would cause higher level players to gather and fight against each other and somewhat leave the lower players alone in other village.

The buildings...
I would make the blocks age when they are placed and slowly become much more resistant to normal tools after a while. This would allow players to build defenses in a safe zone which would actualy resist to any idiot with a stone pickaxe but at the same time would prevent people to build a brand new walls out of nowhere in the middle of a fight.

I'd reduce the resistance difference between basic material (stone, wood) and obsidian. Those material should still be a decent option I don't want every structure in the game to be obsidian.

I'd make block more resistance if they are surrounded by blocks of another type. This would encourage people to create interesting design. Like windows, wooden struts, patterns, fences and such. Instead of going for a plain cobblestone wall just to race their build. The regions would be much more visualy appealing this way.
This. ALL of this.
 

CaptPanda

Well-Known Member
Nov 20, 2012
409
182
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Britland
I've had a simple idea for a mod, 'Dynamic Sword Smash: Momentum Multiplier' where your base damage is proportional to your speed, say kv^2 = damage multiplier, where v is velocity and k is some constant. (Yes, it is based on kinetic energy, I'm nerding it up.)

The concept of this is if you run, you do more damage, if you blast yourself out of a tnt cannon then you can pretend to be some anime dude slicing their way through some giant monster. I was mainly thinking that this mod would need to be accompanied with a mod that adds giant monsters and at least a grapple hook.
 

Mysticmage11

New Member
Jul 29, 2019
156
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0
Super Smash Bros style combat. If you get hit, you build up damage, and the more damage = the more knockback you take.
 

ProfessorMudkip

New Member
Jul 29, 2019
274
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0
I'm not going to reveal too much of the story or idea or anything, but once again, like with Running Red, it's going to be unique.
I don't feel that adding random ingots to a mob's drop table improves combat.

But, PvE would be far better with improved AI, as others have said. No matter how you change the combat, it will always be easy and disinteresting with the current AI because the mobs are easily exploitable.
 

buggirlexpres

Relatable Gamer
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Retired Staff
Nov 24, 2012
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I don't feel that adding random ingots to a mob's drop table improves combat.

But, PvE would be far better with improved AI, as others have said. No matter how you change the combat, it will always be easy and disinteresting with the current AI because the mobs are easily exploitable.
Not intended to improve combat - there's no other way to get ores in VM. I'm trying to get suggestions on how to improve combat to make it more interesting, so the player doesn't feel like it's a constant grind of killing things for resources.
 
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