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PvP and 1.9
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Those of you who aren't completly familiar with the 1.9 changes to PvP should first watch this video

With 1.9 being a thing reworking PvP is pretty much unavoidable. How exactly we will do that is not decided yet and this thread will serve as initial opinion polling and discussion.

The general intended orientation is what Badlion did

Let's go down the list:

Changing attack speed

I think most of use agree that ~1 attack per second is painfully slow and there's no reason to keep it that slow, but on the other side having no limit on clicks encourages autoclickers and a mechanic of "whoever can click fastest", which is just as bad.

1.9 allows us to dynamically change attack speed depending on either the weapon or set it permanently for all players. Using this Badlion adjusted global attack speed to 7, which is a very reasonable upper limit, because no sane person can hold a cps of more than 7/8 over a longer period of time.

Devoted took another approach and added multiple weapon tiers with different attack speed and attack damages. The average dps is the same for every weapon , but you can chose depending on personal preference and the situation, which is kinda nice. The fastest weapon on there is about as fast as Badlion's default, with whatever solution we chose we should probably not go above that.

Either of the solutions are feasible in my opinion.

Making sweep attack a special move

If your attack bar is fully charged and you attack, an attack with a sword in 1.9 will be a "sweep attack", which means you deal damage to all enemies in front of you instead of just targeting a single enemy the way it used to be.

What Badlion did:

The sweep attack is a nice option for fighting. It gives you the option to attack/knockback multiple opponents at once. This could be a good opener to splash a little bit of AoE (Area of Effect) damage onto the opponents or used as a retreat option when trying to run away from people. The issue is that since we changed the attack speed of the default weapons, you pretty much always are sweep attacking since the charge up time for the weapons is a lot faster. As a result we have decided to make it a cool secondary ability which you activate by crouching and attacking.

I pretty much completly agree with their reasoning and think we should follow that path.

Fishing rods

Fishing rods no longer deal damage in 1.9. I know that fishing rods have their uses in PvP, but I have yet to see them being used on civcraft. Is it worth the effort to make them deal damage again for combat purposes?

Shields

Vanilla behavior is that shields reduce melee damage to 33 % and completly block projectile damage. While the melee damage reduction is fine, especially because it has proper counters with axes, completly negating arrow damage is an issue. Especially in vault attacks being able to shield yourself completly from arrow damage is broken.

Badlion changed the damage reduction for arrows to 33% as well, which I guess makes sense, but if anyone can come up with another justified number I'm open to that as well.

Armour

1.9 made some changes to how prot and normal armour reduce damage received. Combined with our preexisting prot/strength modifiers, the current state may turn out to be way too tanky or way too squishy, we will probably need to adjust things on that front, not sure yet in which direction. In general though I think that our goal should be to have reasonably tanky PvP, because the consequence of dying in combat are huge (possibly months/years of imprisonement). Something that's a little bit tankier than 2.0, but without the 4 heart bug should be the ultimate goal for S5/P4 fights imo.

6 hearts health pots

This is a thing unique to civcraft, splash health 2 can restore up to 6 hearts on here, while in vanilla they will only give 4 hearts. I think this was reverting a change in 1.2 (?) or something like that. I have no strong opinions on it in either direction, but if we want to remove this, the time for it would be now.

CombatTag

CombatTag has always been kind of an issue, because too often someone can escape by just kiting until the CombatTag wears off. We kinda adressed that by increasing the tag time to a minute, but that's still not the best solution. CombatTagPlus (the plugin we've been using for tagging) allows us to require people to run a command instead like /logout whenever they want to logout and they have to stand still for like 15 seconds after running the command, otherwise the process will be cancelled. If they logout without running the command beforehand they will always leave a logger. While this is probably the best solution for PvP scenarios, it's super annoying for people who don't PvP. A possible solution to this could be only requiring /logout if you've been actively combattagged in the last X (15?) minutes. Are changes to CombatTag needed/wanted?


Anything above is up for discussion currently and half of it is just my personal opinion. Feel free to critize, make suggestions etc.

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