jeb_

jeb_



14 Aug

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    /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...
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13 Aug


12 Aug

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    /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

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    /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...
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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.

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    /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

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    /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.