over 4 years ago - /u/jeb_ - Direct link

Here's combat test snapshot version 7c!

I received some 3000 comments on the last post, and also got help from players testing some PvP changes (hence version "c"), so a number of changes have been reverted back to be more similar to version 5. This is a good thing, because now it feels like we're getting closer to a simple - yet deep and exciting - design for the combat mechanics.

Features that have been changed back:

  • Returned the attack indicator
  • Returned the "200% time" attacks (let's call them "charged" attacks) and the +1 reach bonus
  • Returned sweeping to only work for charged attacks and when having the Sweeping enchantment
  • Returned base reach to 2.5 blocks
  • Removed the bow inaccuracy for holding too long
  • Removed the eating interruption for getting hit

Features that have been adjusted:

  • Missed attacks are still fast, but they don't count as charged. Because of how the programming code is laid out it meant I had to change how the auto-attack "penalty" is applied. Instead of being 20% slower, they add a hard-coded single tick to the attack rate (i.e. after a miss you can optimally attack again after 4 ticks, or after 5 ticks when holding the attack)
  • Shields now add a 50% knockback resistance when active
  • Shields are now always instant
  • Shields protect against 100% explosion damage
  • You won't get the reach bonus while you are crouching (to add a slight disadvantage to shielding and attacking simultaneously)

Bug fixes:

  • Netherite weapons have updated stats
  • Using shields while crouching is now no longer desynchronized when attacking air
  • Players in spectator mode can no longer sweep in the air
  • Knockback attribute no longer have a random chance to completely prevent knockback
  • Fixed player speed bug for crouching vs using shield (thanks /u/Dual_Iron)

Again, thank you all for your comments and feedback. Special thanks to @CodingCookey and friends for PvP testing!

Please playtest the snapshots and share videos!

Previous post here: https://www.reddit.com/r/Minecraft/comments/i5cvlh/combat_test_version_6/

Installation instructions:

Finding the Minecraft application folder:

  • Windows: Press Win+R and type %appdata%.minecraft and press Ok
  • Mac OS X: In Finder, in the Go menu, select "Go to Folder" and enter ~/Library/Application Support/minecraft
  • Linux: ~/.minecraft or /home//.minecraft/

Once you have the launcher set up you can download the server files from there as well.

FEEDBACK SITE

In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap

Cheers!

Edit: Forgot to mention,

  • Made weapon enchantments available to axes if they're applied from a book in the anvil

Edit 2: Also forgot to mention,

  • Potions stack to 16
External link →
over 4 years ago - /u/jeb_ - Direct link

Here's combat test snapshot version 7c!

I received some 3000 comments on the last post, and also got help from players testing some PvP changes (hence version "c"), so a number of changes have been reverted back to be more similar to version 5. This is a good thing, because now it feels like we're getting closer to a simple - yet deep and exciting - design for the combat mechanics.

Features that have been changed back:

  • Returned the attack indicator
  • Returned the "200% time" attacks (let's call them "charged" attacks) and the +1 reach bonus
  • Returned sweeping to only work for charged attacks and when having the Sweeping enchantment
  • Returned base reach to 2.5 blocks
  • Removed the bow inaccuracy for holding too long
  • Removed the eating interruption for getting hit

Features that have been adjusted:

  • Missed attacks are still fast, but they don't count as charged. Because of how the programming code is laid out it meant I had to change how the auto-attack "penalty" is applied. Instead of being 20% slower, they add a hard-coded single tick to the attack rate (i.e. after a miss you can optimally attack again after 4 ticks, or after 5 ticks when holding the attack)
  • Shields now add a 50% knockback resistance when active
  • Shields are now always instant
  • Shields protect against 100% explosion damage
  • You won't get the reach bonus while you are crouching (to add a slight disadvantage to shielding and attacking simultaneously)

Bug fixes:

  • Netherite weapons have updated stats
  • Using shields while crouching is now no longer desynchronized when attacking air
  • Players in spectator mode can no longer sweep in the air
  • Knockback attribute no longer have a random chance to completely prevent knockback
  • Fixed player speed bug for crouching vs using shield (thanks /u/Dual_Iron)

Again, thank you all for your comments and feedback. Special thanks to @CodingCookey and friends for PvP testing!

Please playtest the snapshots and share videos!

Previous post here: https://www.reddit.com/r/Minecraft/comments/i5cvlh/combat_test_version_6/

Installation instructions:

Finding the Minecraft application folder:

  • Windows: Press Win+R and type %appdata%.minecraft and press Ok
  • Mac OS X: In Finder, in the Go menu, select "Go to Folder" and enter ~/Library/Application Support/minecraft
  • Linux: ~/.minecraft or /home//.minecraft/

Once you have the launcher set up you can download the server files from there as well.

FEEDBACK SITE

In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap

Cheers!

Edit: Forgot to mention,

  • Made weapon enchantments available to axes if they're applied from a book in the anvil

Edit 2: Also forgot to mention,

  • Potions stack to 16
External link →
over 4 years ago - /u/jeb_ - Direct link

Originally posted by Wagonish

Oh so sad... the fact that we can spam click was a good thing for the pvp community and the bow inaccuracy was a good thing to use more the crossbow

You can still "spam click", but from playtesting it was clear that the timed +1 reach attack added tactical options and played better.

over 4 years ago - /u/jeb_ - Direct link

Originally posted by dragon-mom

Has actual attack endlag like other games ever been/will ever be experimented with in Minecraft combat? I feel like that would certainly make timing hits more rewarding and not leave out players who don't know about the reach attack.

Bringing back spamclicking as an option does make it easier for more casual players than before but still feels a step behind as a truly fair playing field and having a better middle ground between the two combat styles (pre-1.9 and 1.9+.)

I will think about it (endlag), but Minecraft is a bit different to most other games. I think I want to find something that keeps the simple and fun.

It's true that "most" players won't know about the reach bonus and that's fine. It's primarily intended as a concept for PvP. Competitive players will learn systems on a different level. One example is w-tapping, which has little use to a casual PvE player.

over 4 years ago - /u/jeb_ - Direct link

Originally posted by FeelThePower999

Am I the only one who actually likes the 1.9 attack cooldown feature? It means you can't spam click, and actually makes certain enemies challenging.

On Bedrock, even a more tough enemy like a ravager or piglin brute you can literally punch to death in seconds. The 1.9 cooldown made fights way more engaging and required a lot more strategy.

These combat tests just feel like I can spam click again.

The biggest problem I see with 1.9 is that it's harder for new players to understand. The feedback is also quite consistent that 1.9 doesn't work as well for PvP.

Since the end goal is to bring Java and Bedrock to parity, I need to be careful of what changes we want to bring to the millions of Bedrock players.

It's correct that these changes make Java Edition considerably easier in PvE.

over 4 years ago - /u/jeb_ - Direct link

Originally posted by FeelThePower999

Ah thank you for the reply!

I also have to also ask, how come the tougher mobs like Vindicators and Piglin Brutes were nerfed? They do 13 damage in Normal currently, but 9-10 in the combat snapshots. Is this a bug caused by changing the attacks of certain weapons?

Thanks

Ah, good point. Yes it's because their attack values are derived from the weapons they're holding.