Combat ideas

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LavraSource
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Combat ideas

Post by LavraSource »

Pre 1.9 combat sucks. It has little depth, little mechanical skill and doesn't enhance Minecrafts sandbox elements.
I'd like to hear your ideas on how you might fix it.
My opinion on what a good combat system for Minecraft should have:

1) Fun PvE experience. While PvP does exist, Minecraft is primarily a PvE game. Even fighting zombies (the most basic enemy) should be fun

2) Enabling different playstyles. Preferably even while having the same weapon, 2 players should gave different strategies.

3) Force the player to gain advantage via creative means. For example if the player is outnumbered, they might prefer making a corridor to single out mobs or use lava to kill mobs nearby, etc

4) Allowing more weapon variety. Currently the only 2 stats a melee weapon has are durability and damage, with the former not even impacting combat.


You may disagree with my points and do your own thing, i just wanted to discuss combat in minecraft.
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rhylianoski
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Re: Combat ideas

Post by rhylianoski »

I think im on the fence about this when it comes to BTA specifically. I think the jank of pre-1.9 combat is part of the feel of Beta minecraft especially (and early release minecraft, like 1.0 to 1.7 obv).

Thinking about it more though, i think being able to maybe, hold to charge a strike with sword/axe would be more fun? while still keeping some of that jank-esque feeling alive, and the simplicity. Make attacking without charge still do good damage but have charging be viable for reasons like having massive damage on a single target, or big knockback to get rid of enemies in your face.
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Plashe
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Re: Combat ideas

Post by Plashe »

I feel like this would be better as a separate mod since the appeal of beta and mods based off beta is the simplicity. I imagine most people would not like this feature
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bones
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Re: Combat ideas

Post by bones »

(Im talking about vanilla BTA without sprinting enabled, which alot of players have on, so keep that in mind)
I do think the issue here is that the mobs themselves are too easy to fight or cheese. With skeletons probably being the most dangerous mob. Obviously tweaks can be done to the weapons themselves, but there is no depth in combat if the monsters you fight just take damage freely.

I think it would be cool if monsters could dash/dodge, interrupt the player from attacking or summon other mobs. Also, if monsters could purposefully hide or run away if the player was trying to cheese them, forcing an actual encounter.

If we're doing it completely based on actually editing the current system of how the player attacks, then I feel like it should be a mixture of post and pre 1.9 combat. The player, when holding down the attack button, uses a set flurry of different animations, and then has a cooldown of about 1 or 2 seconds. That discourages spam but promotes good aiming and precision. Would make PVP horrible, but I do agree that PVE should be the focus of BTA.
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LavraSource
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Re: Combat ideas

Post by LavraSource »

bones wrote: 01 Dec 2025, 03:53 (Im talking about vanilla BTA without sprinting enabled, which alot of players have on, so keep that in mind)
I do think the issue here is that the mobs themselves are too easy to fight or cheese. With skeletons probably being the most dangerous mob. Obviously tweaks can be done to the weapons themselves, but there is no depth in combat if the monsters you fight just take damage freely.
I think it would be cool if monsters could dash/dodge, interrupt the player from attacking or summon other mobs. Also, if monsters could purposefully hide or run away if the player was trying to cheese them, forcing an actual encounter.
While I do feel like most mobs would require an update to accommodate the new systems, imo mob specific mechanics shouldn't carry the fun of combat. There needs to be some risk vs reward when fighting the most basic enemy, with unique mob features only enhancing combat.
bones wrote: 01 Dec 2025, 03:53 If we're doing it completely based on actually editing the current system of how the player attacks, then I feel like it should be a mixture of post and pre 1.9 combat. The player, when holding down the attack button, uses a set flurry of different animations, and then has a cooldown of about 1 or 2 seconds. That discourages spam but promotes good aiming and precision. Would make PVP horrible, but I do agree t
Basically you have to manually charge your weapons? I like that idea actually. Maybe even slow the player down the longer the player charges the attack. It even has multiple playstyles, as some players might prefer throwing out light attacks to handle multiple mobs or charge to deal big hits. Also provides different ways to customize weapons, as charge time and cooldown are also variables that can be changed on per weapon basis.

Deleting the 0.5 vulnerability time on hit might make coop fighting and using environmental hazards alongside melee damage smoother.
And i feel like the charge mechanic can even be applied to melee mob attacks, making fights more interesting
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TheProgrammer163
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Re: Combat ideas

Post by TheProgrammer163 »

One thing I would change would be to halve the reach of the player swords. We can strike mobs from so far away that it feels as if we were holding a long 2 handed spear.
LavraSource
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Re: Combat ideas

Post by LavraSource »

TheProgrammer163 wrote: 01 Dec 2025, 12:04 One thing I would change would be to halve the reach of the player swords. We can strike mobs from so far away that it feels as if we were holding a long 2 handed spear.
Fine in single player but has potential to be an absolute nightmare in multiplayer. Ping can cause mobs to be at the edge of your reach on the client, yet already hit you according to the server.

At most i would lower the range from 3 to 2 blocks, although that still might be problematic
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Yojin
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Re: Combat ideas

Post by Yojin »

I think the only thing I'd adjust abt combat is a bow rework of some kind. Really like the idea of a steel/compound bow that works like a modern bow.
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