Minecraft

Minecraft Dev Tracker




14 Aug

Comment
    /u/jeb_ on Reddit - Thread - Direct

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.

Comment
    /u/jeb_ on Reddit - Thread - Direct

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.

Comment
    /u/jeb_ on Reddit - Thread - Direct

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.

Post
    /u/jeb_ on Reddit - Thread - Direct

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 programm...
Read more External link →

12 Aug

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by Theverylowkey666

I just noticed that netherite hoes do 2 damage while iron and diamond hoes do 3. They should probably do 3 or even 4, considering netherite is supposed to be an upgrade from diamond and not a downgrade.

Oh great catch! I've forgotten to update the Netherite items in this branch

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by TOAO_Dallas_Texas

Hey Jeb! I played around with snapshot 6 for awhile and I have some suggestions for the next snapshot:

Shields

  • Like in 1.9, I think shields should block all if not most damage from explosions
  • Shields could have their own unique enchantments, specifically one that increases the amount of attack points blocked in exchange for more cooldown between each block

Swords/Axes/Weapons

  • Like other people have suggested, I think Sweeping Edge should either be tied to the enchantment or have it only activate on a regular sword while sneaking
  • Add back in weapon enchantments for axes like Looting and Smite, but keep Sharpness and Sweeping Edge exclusive to swords
  • Keep the delay for both missing and landing a hit the same, since it makes auto-clicking incredibly over-powered
  • Re-add in the 200% mechanic for critical attacks because of how it both incorporates the timing-based com...
Read more

Great feedback.

Yes I agree, shields should block explosions. I should look more closely on the damage types and make exceptions for more than just projectiles.

Regarding the armor vs weapon balance. The reason why we needed to make armor weaker was because the difference between having armor and no armor was too big. We had to give mobs really high attack values to make them matter for armored players, but non-armored would get slammered.

And then players already deal damage similar to the strongest mobs (Ravagers deal 12, which is similar to a crit by a player). Tuning this down slightly felt like the right move.

Regarding food I think there will be opportunities to add variety to food types, but I'd also like to make potions better somehow.

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by RealLethalChicken

I think that eating should heal a small amount of health, maybe however much hunger it recovers minus 2, with a minimum of 0. Then you still get an instantaneous bonus from eating without anything as overpowered as the saturation healing.

I also think that mobs should have the same range as players with the same weapon types, so that a swarm of zombie piglins or wither skeletons can still hit you.

Edit: one last thing, sweeping attacks should have a small cooldown without the sweeping edge enchantment, and you could give the sword ui indicator a purpose again.

I'd rather improve potions somehow

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by emperorofdogs37

8-10 damage is going to make it like it was before, 100% block in most cases.

Sharp 5 diamond swords do 10 dmg. You would need a sharp diamond axe to do 11 dmg.

I would agree with something like 6 damage, enough to block an iron sword without a critical hit. Keep in mind a shield that takes 1 iron to make should not block a sharpness 5 diamond sword. I think shields would be best balanced in iron 1v1s, but I would like a replacement for them that would cost more, but be better, for god armor 1v1s.

Initially I actually had 6 (3 hearts) but lowered it to 5 so that a non-crit diamond sword would pass through one point of damage.

Another reason for lowering it was that it allows us to add better shields in the future. One suggestion was that a banner on a shield would increase its strength by 1, but this feature isn't implemented on Bedrock yet.

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by is_not_robot

Some feedback on PVE

Melee combat in this snapshot feels a lot worse than, say, V2. I can't say for sure, but I'd say a lot of that is due to the combination of hit compensation, no incentive to charge attacks, high attack speeds, high knockback and powerful auto-attacks.

I do like where health regen is at, and I love how taking damage causes a negative feedback loop and endagers your ability to sprint. No real opinion on bows or shields as of yet, but maybe shields should feel more consistent in the way they block damage. It's hard to tell when you'll get punished even though you've blocked.

Also, about auto-attacking.

I know you previously said that was a highly controversial feature even back in the first snapshot. I understand that some people really want it to stay.

As someone who's not a fan, could I add a suggestion?

I get the sense that auto-attacks are just a different way to do the same ...

Read more

Yes, in the next version I've reintroduced the charged attacks. Adds more options.

Regarding auto-attack... One of the reasons for the combat tests is to bring Java and Bedrock to parity. It will be greatly helpful when we are designing features in the future. But on Bedrock we have millions of controller players, and being able to hold the trigger to attack is a necessity. Removing auto-attack from Java, or putting large penalties to it, will move us out of parity again.


07 Aug

Post
    /u/jeb_ on Reddit - Thread - Direct

Note: This is a test snapshot, not to be confused with the 1.16.2 pre-releases!

After half a year of hiatus, here's version 6 of the combat test snapshots!

Again there are some radical changes, which means we're still not ready to move on to phase 2 of the tests (which means, fewer system changes and more focused on number balancing). If you have a keen eye you will notice that we are slowly progressing more and more towards something similar to 1.8, but recent twitter comments are saying v5 was great, so... I'm trying to find the sweet spot. Remember, squeaky wheel gets the oil!

Changes compared to previous test

Redesigned aim assist again. Different approach this time, NO LESS CONTROVERSIAL!

  • Removed "Coyote Time"
  • Entities with bounding boxes that are smaller than 0.9 of a block are inflated (for targeting purposes) to be 0.9 of a block (rabbits, bats, etc)
  • Swords always have sweeping...
Read more External link →

17 Jan

Post
    /u/jeb_ on Reddit - Thread - Direct

Hey hey hey!

Here is the fifth version of the combat mechanics tests. The snapshot is based on the 1.15.2 pre-release, but is - as always - not compatible with the main game.

This snapshot contains some rather impactful changes. The reason is that I'm trying to pinpoint the problems of 1.9 PvP while making sure PvE still feels enjoyable. There have been two major - though slightly contradictory - points of feedback.

First, armor is too weak and barely matter. In particular low quality armor. Secondly, 1.9's food regeneration encourages defensive and evasive gameplay. The first problem makes fights too quick, and the second problem makes them drag out and feel boring.

After a lot of thinking on these problems I decideded to make the following main changes:

  • Make weapons weaker
  • Remove the regeneration boost from food saturation

In detail, weapons:

  • Stone tier lowered to +0 (same as wood, was +1)
  • ...
Read more External link →

12 Dec

Comment
    /u/jeb_ on Reddit - Thread - Direct

Originally posted by umbreon202020

I'm actually the creator of that ui (I'm voxet), it was intended that the cross hair only appears for combat related tasks, then disappears for building (like when you draw an arrow in pe the crosshair shows up), I didnt really make that clear though 😅

custom ui idea

That's cool! When I brought this up internally, it turned out that people already had been game-jamming similar things for Bedrock. We'll see what happens in the future.