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Free reach hack minecraft 1.8

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submitted by Loki2208 to Minecraft

Combat v6 FeedBack

I'm Gonna talk about the Problems that I had with snapshot v6. and my suggestions on how the system should look like

Let's talk about the 1.9+ combat system;

- Default Sweeping edge in swords is the worst mechanic that they've ever added. you're fighting with your dog to end up killing it; fighting against a wither skeleton in a fortress to end up hitting a zombie piglin (pigman);
- Projectiles (The Nightmare of the Skeletons); you need a shield all the time against them & it's frustrating how accurate they're; its not natural nor dynamic to fight them; its not fun.
- Axes are ment to cut trees in the first place. not to be a god weapon... yeah implementing new weapons from the tools we have is great but that clearly broke the sword; the sword is useless at this point; just get an axe & jump hit because all other attacks are pointless;
- Critical hits or Jump hits; its the main mechanic of the system; you can break shields; you deal a LOT of damage with it; 2 hit a blaze with a stone axe while you need a dia sword to do the same thing. oh the "cooldown" for attacks is the worst thing ever you just are vulnerable to everything as your hits don't cause much of a knockback when they're not charged.
- Bows & Crossbows; Crossbows are interesting, but they're weak compared to the bow; the bow is clearly the real GOD weapon in the 1.9+ mechanic. dealing amazing damages from distance. all safe all easy all clean. that's not fair for the rest of the weapons.
- Tridents are too weak for how hard we get them; other than using them as a propulsor to fly without using fireworks i usually never try to get a trident in my survival; So useless in fights.
I've listed only a few of the bad things i find in the 1.9+ system; but these are the main ones that came to my mind; (I'm just gonna include that "Combos" in a game are what makes the combat dynamic & fun; which isn't the case in this system)
What we can conclude in this first Part is : 1.9+ combat system in the paper is really good but in reality it isn't the consequences are a lot they killed the PVP world and made the community split; it made the PVE harder & boring as it also created more difficulty for casuals/new players. but still brought some fresh ideas that could be used better.
Now let's talk about this experimental snapshot v6 (i'll call it "v6")
PS : I'm not gonna compare it to any of the old experimentals snapshots as i think it's more of a progression that Mojang is going through than a complete different systems in each snapshot (which is kinda bad, cuz what would've been nice is to get different systems but i guess its not easy to code nor there's time for it right now) so basically, what i'm gonna do is judge the snapshot as if it was a normal snapshot with new stuff that will be included and explain what is wrong with it.

The v6 Combat System :

First of all, the system doesn't feel like it at all; its even worse than the actual 1.9+ let me explain how & why in few notes :
- The damage per second is terrible. (the values aren't studied & that's fair just saying what's the worst things that's breaking all our "feel" towards this snapshot). hitting with an iron sword is like hitting with an old wooden one no satisfaction; just feeling weak than ever.
- The default sword sweeping all the time is one of the most unsense things i found. i don't understand why would a sword have sweeping edge by default its just a game mechanic that a lot of people don't want. you rarely fight hordes of mobs, usually zombies and its easy to kill zombies as they're slow to walk to you. other than that i think sweeping edge should be an enchantement nothing else. its not the best enchantement nor the best mechanic so far but in this snapshot i find it game breaking. i just spawned 20 Husks in the desert to try out. took my beautiful old diamond sword and tried to hold the key and see. in normal situations mobs or ennemies are the ones who should corner guess i was wrong i can push them & pierce through them like a brave knight. (even though i'm just a weird steve without armor)
- The Shield : Sneaking means blocking is soooo annoying. you try to walk through lava pools in the deepest of the caves but you see nothing due to that shield locking your view. let's not forget about its uselessness here; a creeper kills you no matter what you do. unless you're fully geared (full iron) you can't beat a creeper nor block it with the shield; which i think is what we all liked about the shield : blocking creepers; arrows; blaze fireshots & shulkers. that was all the purpose of the shield -in summary : Shield = Countering ranged attacks/blasts.
- Saturation being taken off is clearly something that'll be reverted, i have no doubt in that. Saturation is one of the best features that minecraft had, it created so many myths for the best foods and made each one of them special. (and of course it created the war between the two camps : The Cooked Steaks vs The Golden Carrots.)
- The bow & Trident Accuracy : Losing accuracy after Holding the bow for so long is just a nightmare. good players won't suffer of that at all. but those who will are those with mobility problems and new players/casuals. i'll talk about how it should be on the suggestions part.
- The food resetting is a no; a big no no. at least a big no at its current state, i'll talk about it also in the suggestion part.
- Projectile momentum is a nice mechanic. it adds a lot to the gameplay. what i find so sad is that it only works when moving toward the front (where the player aims;) but i think going backward should make the projectile go slower as its helpful in some situations (End Crystal) i didn't dig enough in this mechanic to give a correct feedback.
- Autoclicking... what a bad decision... keeping a button held to attack is one of the worst mechanics in video games. let me explain that : imagine FPS games had weapons without recoil... how would it be fun to keep holding the mouse and just tracking? where's the hard part ? that's the same thing with autoclicking to attack, it ruins a big aspect of the game which is "attacking". (just a little message for those who want that. no one ever said you have to "spam" click to play the game. you never were forced to, you can click slowly click by click or spam, it will change just a little to your experience. but holding a button & watching the mobs dying won't be satisfying, trust me, also for the sake of the pvp community that got kind of left in the past. a HUGE NO to Autoclicking...)
I didn't go through everything nor remember everything i tested so far. i'm wasn't very organised when i was checking the features but yeah that's my feedback on the v6.

My Suggestions :

- First of all. take off the Cooldown of the attacks. you can click fast or slowly or anything, it should just depend on how the player use his mouse. what should be changed though is the cooldown for a mob/player to get hit. similar to the old pvp of the 1.8 version. but more clean, also keeping the fast pace to be able to "combo" is one of the must wanted features in a combat system; being stubborn to not revert back is fine, but without a solid replacement its just spitting on the community. we don't want a total revert to the old system we want a clean one where CPS don't mean a thing but still aiming correctly & doing combos (1 2 or 3 hits without getting hit) is a goal you can achieve by training/learning. I didn't play a game that gave me such a good feeling when hitting other players/mobs the satisfaction was always there even though i was bad. in my opinion to achieve a good and satsifying combat system we need a fast paced fight with combos. knockbacks are a major key in all this.
- The reach system that was included in the experimental snapshots was a nice idea that should've not been tossed away. having a sword to give you default block reach; an axe a bit less; a hoe a bit further; a trident the most long one. this will create situations where you'll need a long ranged weapon; (i'll give an example : trident will be effective against a lot of mobs even though they're not very powerful they could beat an iron golem and a hoglin/zoglin as they have a super huge reach which make you able to push them away from you while giving them damage, the hoe on the other side could also have a high reach but won't give a knockback and give poor damage).
While thinking about PVE we should focus more on the PVP side and than think how would that affect the PVE. in my opinion there's 4 major aspects that can be used that will keep the 1.8 mechanics but adds more depth to it. less spam spam kill :
- Knockback
- Damage
- Reach
- Hit Speed Increase/Decrease
all of these should be the main ideas to work around them, playing with attack timings just makes the game feel boring and slow. some examples i have in mind that are just in paper & need to be tested to know how it will be :
- Running & Hitting with an Axe will push your ennemy away; it'll grant you a slow effect and grants your ennemy a slow effect for a second, this will give you a bit of rest to think what next action you going to do. it'll also stop the axe to be used for combos. (slow effect here doesn't mean "the effect slowness" it may be that or it may be just the combat mechanic)
- Hoes will hit the ennemy but gives no knockback or at least very little; which make you able to hit the ennemy but not making it go far from you. it'll deal low damages though.
- The sword can make you do 3 consecutive hits if you aim correctly while the player is in the air (knockbacked) the sword won't effect your normal knockback, reach nor the hitspeed Inc/Dcr (Normal knockback, reach, hitspeed is when you hit someone with your fist). it'll just increase the damage you'll deal; that's the point of the sword simple weapon but very sharp.
- Tridents will do a knockback ennemies a little further and gives you the highest range possible; this will make this hard to get weapon a real treasure.
PS : keeping the melee combat as simple as possible and as fluid and fast is what will make it satisfying. whilst there's a lot of ideas staying in the paper won't do much; without proper testing, its nearly impossible to judge ideas. when we first heard about the 1.9 new combat we were excited and didn't think it'll be that boring; it was released with really few feedbacks from the community.
- Shield : Its probably one of the added mechanics that breaks the 1.8 system so far. but the idea of v6 snapshot to be able to take damage when it goes more than 5 is nice; but wasn't well exploited in my opinion. i think the shield should be more like the old 1.8 blocking system (parrying with sword) it reduces the %% of the damage you receive for example from 100% to 25% ; it blocks the arrows but has 1/5 chance to still cross the shield and hit you, an axe will also disable the shield for few seconds. Blast explosions like creepers & TNT should be kept blocked; same as shulker bullets or blaze fireshots. Ghast explosion though should still hit you.
what would be interesting with that is we could have enchantements :
+ Stiffness Enchantement : this will increase the damage absorption when you're blocking. it'll also decrease the time for the shield to be usable again after being disabled with an axe. (Stiffness I, II, III eachtime decreasing the damage taken by 4%)
+ Reflection Enchantement : this will decrease the chances that the arrows don't get blocked; it'll also make the Blazes fireshots reflect.
PS : all the values are just to give examples and clarify my ideas;
- The Bow & The Crossbow : The bows so far are quite balanced if the melee combat gets buffed a bit; but still the Crossbow stays behind the bow in a lot of aspects. so nerfing the bow damage would be nice but not what the community want; also decreasing its accuracy when spam shoting by making the arrows go right and left. when its full charged the bow should be at its maximum precision, i don't know if losing accuracy by holding it for so long would be nice, but if it would be included, the precision should be lost just a bit. The crossbow on the other hand would get a big buff in the damage, someone who prepares his crossbows & charge them will get the advantage against a bow user; while missing a shot will be really punishing, hitting it would be quite rewarding.
Well I think that's the main Ideas i have; it took me quite a time to write all of that but as i've been playing minecraft since 2010. it's completely worth it.
To finish that properly : All of this is just my own opinion and point of view; you may have your point of views and how you'd see the game goes into, but in the end only Mojang will make decisions; i'm very happy that they are seeking for more and more feedbacks and suggestions, it's very hard to keep developing a game that big without breaking its charm; and i think Mojang did a Perfect Job with the Nether Update. and I Hope they'll keep the game's soul as it is; free from "modlike"; giving every item a purpose and a mechanic that interacts with other mechanics. Hopefully. If you've made it till here you're a king. thanks for reading me; Have a nice Day/Evening.
submitted by audioLME to Minecraft

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