本帖最后由 Halcyon_Suoh 于 2020-1-31 13:02 编辑

In detail, weapons:武器:
For example, a Diamond Sword now deals 2+2+2=6 points of damage. This was 2+3+3=8 in the previous test, and 1+3+3=7 in 1.9/1.8 (base damage is 2 now, same as on Bedrock).比如说钻石剑现可造成 2(基础攻击)+2(钻石加成)+2(剑加成)= 6 点伤害,在之前战斗测试版本是 2(基础攻击)+3(钻石加成)+3(剑加成)= 8 点伤害,在1.9/1.8内是 1(基础攻击)+3(钻石加成)+3(剑加成)= 7 点伤害。顺带一提,基础攻击(拳头)伤害跟基岩版一样都是2了
In detail, food rebalance:食物:
Other changes:其他改动:
「有点太多」
Bonus controversial edit...争议性改动
First post here: https://www.reddit.com/r/Minecraft/comments/c5mqwv/a_custom_java_edition_snapshot_to_test_new_combat/Second post here:https://www.reddit.com/r/Minecraft/comments/cqnp5b/update_custom_java_edition_snapshot_to_test_new/Third post here: https://www.reddit.com/r/Minecraft/comments/dq2v7o/updated_combat_test_snapshot_number_3_and_a/Fourth post here: https://www.reddit.com/r/Minecraft/comments/e3gt34/since_doing_something_this_the_last_minute_on_a/
第 [一] [二] [三] [四] 版搭载了全新战斗机制的Java版快照
FEEDBACK SITE反馈站
In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap除了在原帖下方回复之外,也可在我们的反馈站内讨论Cheers!祝游玩愉快!
Hey hey hey!
Here is the fifth version of the combat mechanics tests. The snapshot is based on the 1.15.2 pre-release, but is - as always - not compatible with the main game.
This snapshot contains some rather impactful changes. The reason is that I'm trying to pinpoint the problems of 1.9 PvP while making sure PvE still feels enjoyable. There have been two major - though slightly contradictory - points of feedback.
First, armor is too weak and barely matter. In particular low quality armor. Secondly, 1.9's food regeneration encourages defensive and evasive gameplay. The first problem makes fights too quick, and the second problem makes them drag out and feel boring.
After a lot of thinking on these problems I decideded to make the following main changes:
嘿,醒醒,第五版战斗快照已经发了。该版本基于1.15.2预发布版,当然,跟往常一样,不与预发布版及稳定版兼容。
该版快照包含一些比较重要的改动,原因是,我在试图找到到底是什么东西让1.9pvp蠢的要死,同时确保我打死这堆蠢得要死的东西时不会对影响太多pve的可玩性。从反馈角度来看,主要问题有两点。虽然这两点看起来有点矛盾。
一,某些护甲弱到近乎可以无视的地步。二,1.9新的饱和度回血鼓励玩家采用更被动的战斗风格。
第一个问题导致战斗结束的有点快,第二个问题把战斗拖的又臭又长。
于是,苦思冥想过,该版本改动如下。
- Make weapons weaker
- 总体上,调低武器伤害
- Remove the regeneration boost from food saturation
- 饱和度不再提供血量回复
In detail, weapons:
武器:
- Stone tier lowered to +0 (same as wood, was +1)
- 石制工具加成从+1改为+0
- Iron tier lowered to +1 (was +2)
- 铁制工具加成从+2改为+1
- Diamond tier lowered to +2 (was +3)
- 钻石制工具加成从+3改为+2
- Swords lowered to +2 (was +3)
- 剑类加成从+3改为+2
- Axes lowered to +3 (was +4)
- 斧类加成从+4改为+3
- Trident lowered to 5 (was 6)
- 三叉戟加成从+6改为+5
For example, a Diamond Sword now deals 2+2+2=6 points of damage. This was 2+3+3=8 in the previous test, and 1+3+3=7 in 1.9/1.8 (base damage is 2 now, same as on Bedrock).
比如说钻石剑现可造成 2(基础攻击)+2(钻石加成)+2(剑加成)= 6 点伤害,
在之前战斗测试版本是 2(基础攻击)+3(钻石加成)+3(剑加成)= 8 点伤害,
在1.9/1.8内是 1(基础攻击)+3(钻石加成)+3(剑加成)= 7 点伤害。
顺带一提,基础攻击(拳头)伤害跟基岩版一样都是2了
In detail, food rebalance:
食物:
- Saturation boost removed
- 饱和度不再提供血量回复
- Eating food is now slower (40 ticks, was 32 ticks)
- 食用食物时间从32游戏刻改为40游戏刻
- Natural healing works longer (down to 6 food points, used to be down to 18)
- 生命值自然恢复现可在饱食度6及以上时触发
- Natural healing is faster (every 3 seconds, was 4)
- 自然恢复1点生命所需时间从4秒下调至3秒
- New: Natural healing now always drains food points. Saturation is not used when healing damage, and is only relevant as a "pause" until food drains (as originally intended)
- 自然回复现只会消耗饱食度而非饱和度
- Sprinting is no longer affected by the food value
- 饱食度现不影响疾跑
Other changes:
其他改动:
- Various block-hitting and air-swinging bug fixes
- 某些工具方块交互以及空挥的bug
- Made it possible to hit players with snowballs (TODO: game rule)
- 让雪球能丢到玩家(之后版本可能会作为一条gamerule)
- Reintroduced upwards knockback when hitting players in the air... Probably too strong right now, but can be balanced later
- 重新加入击中空中实体会将其向上击退的特性..大概击退的有点太多了,但之后可以再做平衡。
- Changed the swing animation to emphasize the rythm of the attacks
- 微调攻击动画,使战斗更富有节奏感
- Added cooldown to egg
- 蛋现有冷却时间

「有 点 太 多」
Bonus controversial edit...
争议性改动
- Added a kind of "Coyote Time" that activates for a fraction of a second if you aim at something but attack outside its bounding box. The background to this change is that since you can't attack between swings, it often gave the impression that your input was "lost". It also made fighting small and fast targets (rabbits or baby zombies) unneccessarily frustrating
- 加入了某些"容错机制",说白了就是,瞄准敌人,快速将准星滑开,点击左键,这依旧计算为你打到了敌人。该机制能稍微让人不被某些跑得飞快的怪物气死。
First post here: https://www.reddit.com/r/Minecraft/comments/c5mqwv/a_custom_java_edition_snapshot_to_test_new_combat/
Second post here:https://www.reddit.com/r/Minecraft/comments/cqnp5b/update_custom_java_edition_snapshot_to_test_new/
Third post here: https://www.reddit.com/r/Minecraft/comments/dq2v7o/updated_combat_test_snapshot_number_3_and_a/
Fourth post here: https://www.reddit.com/r/Minecraft/comments/e3gt34/since_doing_something_this_the_last_minute_on_a/
- Installation instructions:安装步骤:
- 在您的"version"文件夹中解压此压缩文件(若不知到它在哪,烦请继续阅读)
- 在您的启动器中创建一个新的配置并且选中版本"pending 1_15_combat-6"
- 点击"开始游戏",剩余的所需内容应会被自动下载
- 记得在一个新的世界开始游戏!该版本不与其他快照兼容!
Finding the Minecraft application folder:如何找到你的Minecraft安装文件夹:
- Windows:点击Windows徽标键+R组合键,并在弹出的窗口内键入"%appdata%/.minecraft"后点击确定
- Mac OS X:打开访达,在菜单中选择前往,然后选择前往文件夹并键入~/Library/Application Support/minecraft
- Linux:其位于路径~/.minecraft or /home/<your username>/.minecraft/
Once you have the launcher set up you can download the server files from there as well.若你已在启动器成功安装该快照后,你可以在启动器中下载服务端文件。
FEEDBACK SITE
反馈站
In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap
Cheers!
祝游玩愉快!
2021.12 数据,可能有更多内容
Hey hey hey!Here is the fifth version of the combat mechanics tests. The snapshot is based on the 1.15.2 pre-release, but is - as always - not compatible with the main game.This snapshot contains some rather impactful changes. The reason is that I'm trying to pinpoint the problems of 1.9 PvP while making sure PvE still feels enjoyable. There have been two major - though slightly contradictory - points of feedback.First, armor is too weak and barely matter. In particular low quality armor. Secondly, 1.9's food regeneration encourages defensive and evasive gameplay. The first problem makes fights too quick, and the second problem makes them drag out and feel boring.After a lot of thinking on these problems I decideded to make the following main changes:嘿,醒醒,第五版战斗快照已经发了。该版本基于1.15.2预发布版,当然,跟往常一样,不与预发布版及稳定版兼容。该版快照包含一些比较重要的改动,原因是,我在试图找到到底是什么东西让1.9pvp蠢的要死,同时确保我打死这堆蠢得要死的东西时不会对影响太多pve的可玩性。从反馈角度来看,主要问题有两点。虽然这两点看起来有点矛盾。一,某些护甲弱到近乎可以无视的地步。二,1.9新的饱和度回血鼓励玩家采用更被动的战斗风格。第一个问题导致战斗结束的有点快,第二个问题把战斗拖的又臭又长。于是,苦思冥想过,该版本改动如下。- Make weapons weaker
- 总体上,调低武器伤害
- Remove the regeneration boost from food saturation
- 饱和度不再提供血量回复
In detail, weapons:武器:
- Stone tier lowered to +0 (same as wood, was +1)
- 石制工具加成从+1改为+0
- Iron tier lowered to +1 (was +2)
- 铁制工具加成从+2改为+1
- Diamond tier lowered to +2 (was +3)
- 钻石制工具加成从+3改为+2
- Swords lowered to +2 (was +3)
- 剑类加成从+3改为+2
- Axes lowered to +3 (was +4)
- 斧类加成从+4改为+3
- Trident lowered to 5 (was 6)
- 三叉戟加成从+6改为+5
For example, a Diamond Sword now deals 2+2+2=6 points of damage. This was 2+3+3=8 in the previous test, and 1+3+3=7 in 1.9/1.8 (base damage is 2 now, same as on Bedrock).比如说钻石剑现可造成 2(基础攻击)+2(钻石加成)+2(剑加成)= 6 点伤害,在之前战斗测试版本是 2(基础攻击)+3(钻石加成)+3(剑加成)= 8 点伤害,在1.9/1.8内是 1(基础攻击)+3(钻石加成)+3(剑加成)= 7 点伤害。顺带一提,基础攻击(拳头)伤害跟基岩版一样都是2了
In detail, food rebalance:食物:
- Saturation boost removed
- 饱和度不再提供血量回复
- Eating food is now slower (40 ticks, was 32 ticks)
- 食用食物时间从32游戏刻改为40游戏刻
- Natural healing works longer (down to 6 food points, used to be down to 18)
- 生命值自然恢复现可在饱食度6及以上时触发
- Natural healing is faster (every 3 seconds, was 4)
- 自然恢复1点生命所需时间从4秒下调至3秒
- New: Natural healing now always drains food points. Saturation is not used when healing damage, and is only relevant as a "pause" until food drains (as originally intended)
- 自然回复现只会消耗饱食度而非饱和度
- Sprinting is no longer affected by the food value
- 饱食度现不影响疾跑
Other changes:其他改动:
- Various block-hitting and air-swinging bug fixes
- 某些工具方块交互以及空挥的bug
- Made it possible to hit players with snowballs (TODO: game rule)
- 让雪球能丢到玩家(之后版本可能会作为一条gamerule)
- Reintroduced upwards knockback when hitting players in the air... Probably too strong right now, but can be balanced later
- 重新加入击中空中实体会将其向上击退的特性..大概击退的有点太多了,但之后可以再做平衡。
- Changed the swing animation to emphasize the rythm of the attacks
- 微调攻击动画,使战斗更富有节奏感
- Added cooldown to egg
- 蛋现有冷却时间

「有点太多」
Bonus controversial edit...争议性改动
- Added a kind of "Coyote Time" that activates for a fraction of a second if you aim at something but attack outside its bounding box. The background to this change is that since you can't attack between swings, it often gave the impression that your input was "lost". It also made fighting small and fast targets (rabbits or baby zombies) unneccessarily frustrating
- 加入了某些"容错机制",说白了就是,瞄准敌人,快速将准星滑开,点击左键,这依旧计算为你打到了敌人。该机制能稍微让人不被某些跑得飞快的怪物气死。
First post here: https://www.reddit.com/r/Minecraft/comments/c5mqwv/a_custom_java_edition_snapshot_to_test_new_combat/Second post here:https://www.reddit.com/r/Minecraft/comments/cqnp5b/update_custom_java_edition_snapshot_to_test_new/Third post here: https://www.reddit.com/r/Minecraft/comments/dq2v7o/updated_combat_test_snapshot_number_3_and_a/Fourth post here: https://www.reddit.com/r/Minecraft/comments/e3gt34/since_doing_something_this_the_last_minute_on_a/
第 [一] [二] [三] [四] 版搭载了全新战斗机制的Java版快照
- Installation instructions:安装步骤:
- 在此网址下载该压缩文件:https://launcher.mojang.com/experiments/combat/52263d42a626b40c947e523128f7a195ec5af76a/1_15_combat-6.zip
- 在您的"version"文件夹中解压此压缩文件(若不知到它在哪,烦请继续阅读)
- 在您的启动器中创建一个新的配置并且选中版本"pending 1_15_combat-6"
- 点击"开始游戏",剩余的所需内容应会被自动下载
- 记得在一个新的世界开始游戏!该版本不与其他快照兼容!
- Windows:点击Windows徽标键+R组合键,并在弹出的窗口内键入"%appdata%/.minecraft"后点击确定
- Mac OS X:打开访达,在菜单中选择前往,然后选择前往文件夹并键入~/Library/Application Support/minecraft
- Linux:其位于路径~/.minecraft or /home/<your username>/.minecraft/
FEEDBACK SITE反馈站
In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap除了在原帖下方回复之外,也可在我们的反馈站内讨论Cheers!祝游玩愉快!
其实箭和弩可以考虑增加一个新的魔咒“追踪”
石头工具莫得伤害了???玩家前期必须做剑咯、
mj日常高产
这波新年更新真的刺激
这波新年更新真的刺激
jimo1 发表于 2020-1-17 20:55
石头工具莫得伤害了???玩家前期必须做剑咯、
比如说钻石剑现可造成 2(基础攻击)+2(钻石加成)+2(剑加成)= 6 点伤害
依然冰奈斯 发表于 2020-1-17 20:44
其实箭和弩可以考虑增加一个新的魔咒“追踪”
追魂箭?mod味很重啊[:hide:]
首页最新主题里面第一反应 第五版搭载了全新战斗机 。。。
与其降低武器攻击力来减少“某些护甲弱到近乎可以无视的底部”,倒不如调整高额伤害降低护**伤效果的能力,使得高额伤害下护**伤效果不会减小那么多(相当于增强除了钻石护甲外的所有护甲)……
另外,额外饱和度的回血效果也可以调节数值降低速度,一刀切未免也太……这是学的彩6测试服最近的平衡?
另外,额外饱和度的回血效果也可以调节数值降低速度,一刀切未免也太……这是学的彩6测试服最近的平衡?
饱食和饱和有区别吗
G大佬 发表于 2020-1-17 21:37
饱食和饱和有区别吗
饱食度指的是你可以看见的那10个鸡腿,而饱和度是你吃的食物恢复饱食溢出上限剩下的饱食度。
就比如你只掉了半个鸡腿,你这个时候吃了一个牛排,饱食度就会被恢复满,而剩下的3个半鸡腿就是溢出的饱和度,虽然看不见,但是是具有实际作用的。
饱和度回血的速度加30%不行(比以前慢30%)?直接移除回血就搞得饱和度用处降低了
Forsworn_ 发表于 2020-1-17 21:35
首页最新主题里面第一反应 第五版搭载了全新战斗机 。。。
五 代 战 斗 机
……玩家将能够操纵诸如F22,F35,J20,Su57等优秀五代战机与怪物们一决高下……
皇牌空战·Minecraft 【确信】
饱和度不再回复血量,不再被自然恢复消耗……
等等……饱和度现在有何用途?
等等……饱和度现在有何用途?
像素立方 发表于 2020-1-17 22:53
饱和度不再回复血量,不再被自然恢复消耗……
等等……饱和度现在有何用途? ...
替代除了回血之外疾跑、跳跃等消耗的饥饿值
依然冰奈斯 发表于 2020-1-17 20:44
其实箭和弩可以考虑增加一个新的魔咒“追踪”
自瞄石锤
容错机制还行,回血修改我感觉让人更加倾向于当王八了,而且有个严重的问题是,这次武器大削导致任何武器都需要四下才能劈倒哪怕最普通的一只人形小怪,这在面对苦力怕等需要按攻击次数决定玩家能不能赢的危险货色时是致命的。