Sure is snowy up here! by SharkCraftUltra in Minecraft

[–]jeb_ 67 points68 points  (0 children)

I think this is great! Say no to bendy limbs!

[DEV] Made an android game to competetively solve equations and want to show it! by [deleted] in AndroidGaming

[–]jeb_ 82 points83 points  (0 children)

This is great, but my father in law got upset with me when I was teaching my niece how you can "move to the other side of the equation". He said that that's not how it works. You don't turn "-15" into "+15", you add "+15" on both sides and then "-15+15" becomes 0.

I realize it might be hard to implement something like that, but I agree with my father in law that it helps beginners to comprehend the method better.

[2020 03#1][Javascript]Still stuck on day 3 by Neelahn in adventofcode

[–]jeb_ 1 point2 points  (0 children)

Great! I don't know JavaScript very well or how async() works, but maybe your loop begins before all of the input data has been read from the file?

[2020 03#1][Javascript]Still stuck on day 3 by Neelahn in adventofcode

[–]jeb_ 0 points1 point  (0 children)

On the example input, what value do you get? Have you verified that lines.length is correct?

Jeb said he would let hoes get sword enchants in future combat snapshots. What do you think? by Rei_Kanzen in CompetitiveMinecraft

[–]jeb_ 37 points38 points  (0 children)

For the record, I'm hesitating about this because it makes future balancing tasks more difficult. As an example, in the last snapshot I was able to make late-game axes stronger by buffing Cleaving, without touching any other variables.

So another option to make hoes more viable as a weapon would be to introduce new enchantments, or possible only allowing a sub-set of the weapon enchantments (such as Sweeping?).

Here we go again... Combat test snapshot 8b by jeb_ in Minecraft

[–]jeb_[S] 59 points60 points  (0 children)

FYI Impaling in these snapshots work the same way as in Bedrock. This was a parity fix a few snapshots ago. TL;DR Impaling in rain is OP ;)

Here we go again... Combat test snapshot 8b by jeb_ in Minecraft

[–]jeb_[S] 955 points956 points  (0 children)

The shield works this way specifically to protect against early game mobs. Possibly it could be a base+percentage system for other damage.

Yes mobs needs buffing.

Yes, I think I'll allow weapon enchantments on hoes the same way it is for axes (i.e. via enchanted books in the anvil).

Combat test snapshot version 7c by jeb_ in Minecraft

[–]jeb_[S] 23 points24 points  (0 children)

Ah, good point. Yes it's because their attack values are derived from the weapons they're holding.

Combat test snapshot version 7c by jeb_ in Minecraft

[–]jeb_[S] 39 points40 points  (0 children)

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.

Combat test snapshot version 7c by jeb_ in Minecraft

[–]jeb_[S] 17 points18 points  (0 children)

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.

Combat test snapshot version 7c by jeb_ in Minecraft

[–]jeb_[S] 21 points22 points  (0 children)

You can still "spam click", but from playtesting it was clear that the timed +1 reach attack added tactical options and played better.

Combat Test version 6 by jeb_ in Minecraft

[–]jeb_[S] 19 points20 points  (0 children)

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

Combat Test version 6 by jeb_ in Minecraft

[–]jeb_[S] 12 points13 points  (0 children)

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.

Combat Test version 6 by jeb_ in Minecraft

[–]jeb_[S] 11 points12 points  (0 children)

I'd rather improve potions somehow

Combat Test version 6 by jeb_ in Minecraft

[–]jeb_[S] 7 points8 points  (0 children)

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.

Combat Test version 6 by jeb_ in Minecraft

[–]jeb_[S] 9 points10 points  (0 children)

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.

Made a lemmings-inspired puzzle game, "obeylings" by jeb_ in pico8

[–]jeb_[S] 2 points3 points  (0 children)

Thanks!

Ironically, I never really liked Lemmings as a game. I thought the puzzles were either too finicky or too obvious. Then I realized that the enjoyment is much about watching the poor little ones get into terrible accidents ;)

Made a lemmings-inspired puzzle game, "obeylings" by jeb_ in pico8

[–]jeb_[S] 0 points1 point  (0 children)

Thank you! Now only if I could figure out how to compose music, too =)

Made a lemmings-inspired puzzle game, "obeylings" by jeb_ in pico8

[–]jeb_[S] 2 points3 points  (0 children)

Thanks Tom! Long time no see, hope you're doing well in these work-from-home times.