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҉ ΨΨ~Debate Pvp / 1.9 Vs 1.8~ΨΨ ҉

5 emeralds90 replies943 views
created 12/06/2017 5:57 pm by Nightshade73
last reply 10/14/2018 4:47 pm
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I declare a debate, 1.9+ combat Vs 1.8-
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I shall start off this debate by laying down the following... I advocate for 1.9+ combat, as I believe it require's more skills and combat awareness, and provides the shield to further add complexity to that of war.

Why does it require more skill?
It does so, because in 1.8- combat is restrained to 3 major things.. Jitterclick, Strafe, and combos.
While 1.9 focuses more on, Hit timing, Dodging, block timing, maneuver strafes, and enhanced archery.
Posted by avatar
Nightshade73
Level 39 : Artisan Network
101

90 replies

1
10/14/2018 4:47 pm
Level 39 Artisan Network
Nightshade73
avatar
Still open to discuss this thread
1
06/05/2018 12:25 am
Level 39 Artisan Network
Nightshade73
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bump? :D
1
06/16/2018 2:02 am
Level 39 Artisan Network
Nightshade73
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Nyeh, noone cares
1
04/26/2018 12:35 pm
Level 1 New Crafter
Ferrum_Princeps
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I agree with you, 1.9 pvp requires more skill and timing, and it gives more reaction time, better for more fleshed out pvp. But the pvp system is highly controversial and should be optional in my opinion, as a default enabled gamerule and setting for world creation.
1
04/26/2018 2:59 pm
Level 39 Artisan Network
Nightshade73
avatar
I have no problem with it being Optional, having a choice is why MC is such a good sanbox game, But I also think for the competative side, 1.9+ should be standard.
1
04/25/2018 10:43 pm
Level 14 Journeyman Dragonborn
Cardinal System
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I like 1.8 because I'm a traditional fundamentalist who prefers the vanilla game prior to Microsoft's influence. All this new stuff is forcing mods on users who do not wish to use them. Minecraft is becoming an MMORPG instead of a sandbox game.

I hate Microsoft for ruining Minecraft.
I hate Microsoft for ruining Windows.

Can I die already?
1
04/25/2018 10:51 pm
Level 39 Artisan Network
Nightshade73
avatar
Microsoft influence isnt all that bad,

it will ensure the games existence backed by all that $$, and its making them alot of it, so you will see it expand and push more in the future.

Minecraft is at its largest rn that it has been ever with over 75 million active users daily. While I can agree to disagree with alot of things Microsoft has done... they relatively left Mojang to free reign, and they have been really open with the community more so than in the past. I should Know im following their twitter and discord. :D
1
04/11/2018 9:52 am
Level 39 Artisan Network
Nightshade73
avatar
Maybe I can get some more people to join .-.

New people from Mc discord?

:))
2
01/30/2018 12:50 am
Level 7 Apprentice Princess
Armscelli
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Tbh this thread is dead Rip in spaghetti never forgetti
1
01/30/2018 12:16 pm
Level 39 Artisan Network
Nightshade73
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Yeh.

ill just let it die now..

bbyebyebyebyebyeybbyeybebyey
1
01/30/2018 12:30 am
Level 39 Artisan Network
Nightshade73
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BWAZZZZAAA
1
01/24/2018 8:55 pm
Level 1 New Miner
KingCrash
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boop
1
01/24/2018 10:19 pm
Level 39 Artisan Network
Nightshade73
avatar
bop
1
01/19/2018 2:26 pm
Level 39 Artisan Network
Nightshade73
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Boop Boop Quantum Loop
1
01/23/2018 8:06 pm
Level 1 New Miner
KingCrash
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welp, this has largely died
1
01/24/2018 10:25 pm
Level 39 Artisan Network
Nightshade73
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Not much I can do about that. iv invited a lot of people to debate. ;-;
1
01/15/2018 10:16 pm
Level 33 Artisan Architect
LightlySaltedBuilder
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I stand for 1.9, because pvp without having to jitter-click sounds better to me. But, I don't even play pvp, so I really don't have a say in this.
1
01/15/2018 11:52 pm
Level 39 Artisan Network
Nightshade73
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You should, Pvp is fun :)
1
01/14/2018 1:41 am
Level 39 Artisan Network
Nightshade73
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Boop
2
01/11/2018 4:30 pm
Level 8 Apprentice Blacksmith
snakeslayer541
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1.9 is so much better. 1.8 just looks silly with everyone running around spamming their sword swings. Not to mention 1.9 caters more to realism because it isn't physically possible to swing a sword effectively every .2 seconds. 1.9 definitely takes more skill with all the different cooldowns it has, its plainly obvious that its harder to meet the cooldown right on mark to get the maximum amount of damage per second as possible, rather than just click like a maniac and hope to hit faster than the other person. Shields are awesome too, a much more balanced approach as opposed to the sword-blocking in 1.8.
2
01/11/2018 5:08 pm
Level 1 New Miner
KingCrash
avatar
Hit limit in 1.8 is well above .2, and it would be reasonable to swing a sword quickly, with power behind it. That's like saying you cant punch quickly AND punch hard.

The argument of realism is not only incorrect, it also makes 0 sense- Even if you are 'swinging wildly', you are swinging a pixelated sword at a block person before you then go and down a steak in 3 bites so you regenerate bodily limbs faster. The same update that made PvP 'more realistic' added WINGS and a plant that teleports you when you eat it. Yes, realism is definitely relevant here.

As mentioned earlier- timing hits truly is not that hard, and if you struggle with it, its either from discipline, or you would struggle in either 1.8 or 1.9.

Damage per second doesnt change with click speed beyond a certain, pretty low point- The hit limit is normally a little under 3 hits per second... so if you can click 4 times a second (most people would have trouble clicking this slow, even casually) you can PvP.
1
07/21/2018 1:40 pm
Level 1 New Miner
ILikedHCF
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Thank you for restoring my hope in the 1.7 - 1.8 PvP community
2
01/11/2018 9:03 pm
Level 8 Apprentice Blacksmith
snakeslayer541
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idk the exact mechanics of 1.8, never researched it deeply because it was so simple, all know is that it was spazzy and weird. Also your comparison doesn't relate to punching, because a bare fist has no weight to it, while a hefty long sword does. You wouldn't be able to make a full swing, recoil, and raise it back up to the position where it started in one second with enough power to hurt someone. What i was trying to convey with timing is that timing hits in 1.8 isn't hard at all, while in 1.9 it takes more patience to land successive hits with the smallest amount of buffer time in between, which is more challenging and therefor much more fun. Because of this, 1.8 is less complex and requires less skill than 1.9.
1
01/11/2018 11:26 pm
Level 6 Apprentice Crafter
Some1Random
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i say it depends, on badlion or servers like that i think 1.8 but in general or some servers 1.9+
1
01/12/2018 9:36 am
Level 39 Artisan Network
Nightshade73
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I dont mean server compatability, I ment the actrual game mechanic alone in itself.
1
01/11/2018 11:29 pm
Level 6 Apprentice Crafter
Some1Random
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hypixel has decided to do 1.8 style pvp in skywars and i think that has been turned out to be good
2
01/23/2018 7:44 pm
Level 1 New Miner
KingCrash
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No this is talking about actual vanilla 1.8 vs. 1.9
1
01/11/2018 4:02 pm
Level 1 New Miner
KingCrash
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Oh! Something I forgot to mention, but definitely worth noting- 1.8 is more developed. What I mean by this is the style of 1.8 Minecraft PvP has been around since pre-1.8 old beta. PvP servers really 'started' around the time of 1.6 old beta, which was... early 2012? I'd have to check some dates, but players have developed and improved at using the mechanics 1.8 has for several YEARS longer than 1.9. The competitive 1.8 PvP scene is also much larger. This means that the difference in skill, gameplay knowledge, etc. between a brand new person who joins and wants to get into competitive 1.8 and the 'best competitive player(s)' of will be larger than if they were to do the same for 1.9.

Now, improving may be easier if there is more quality content, but the actual skill difference is smaller. Even if 1.9 had significantly more mechanics players could abuse, that doesn't matter if nobody has figured out what they can actually do with the ones them- Let alone master all their potential uses.
1
01/11/2018 10:47 pm
Level 39 Artisan Network
Nightshade73
avatar
I quote myself on this one to when I was ranting on yt videos (also below reposted on the thread):




"I believe 1.9 DID close the skill gap... (wait for it)
People that join can "Immediately be good" when they join the game, But that doesn't account for all people because the people that ARE good as soon as they join, are good because they can Actually time their hits, and figure out hit distance when compared to the other 3y/os that play this game, who cant.
BUT.
It has also ENORMOUSLY widened the skill gap between the average player, and someone like me, who plays pvp consistently.
Before you get confused here is an analogy:
-
in 1.8 there where 3 classes: Poor, Middle, Rich. (in pvp)
and now with the 1.9 system, they closed the gap between the Poor and the middle class... But gave most of the ability's to the "Rich".
(Don't go screaming Economic shit at me, its just an analogy)
-
The average player who plays minecraft has not gotten used to or is not to attentive when it comes to timing their hits, making the average person practically equal in terms of combat. But when you factor in all the new game mech I have stated above:

"As the new mechanics require and provide a multitude of new options that were unavailable in the previous system such as: Dodging, Timed (not just yours but your also opponents) hits / blocks...And the wide variety of new strafing techniques to achieve victory, rather than going in for a combo or retreating out of one like it was in the old system.
Putting new plays on the table practically after every motion or decision you make in game, meaning you have a lot on your mind... I actually have to analyse my opponents as I fight them, rather than previously where I would just out strafe and out click them."

I believe that 1.9 does and even @tenebrous has stated, It requires more skill to actually win a fight.
If you don't get used to it, and play it like its 1.8 (which its not) you will indeed end up like the guy posting that on the minecraft forums.. Where you just equally trade off hits.. Because you and your opponent, are just as equally bad..."


"

-




I think this applies as well to your statement:

" a brand new person who joins and wants to get into competitive 1.8 and the 'best competitive player(s)' of will be larger than if they were to do the same for 1.9. "




Yes pvp for 1.8- has been around way longer than 1.9+, I lived through it (since 1.2) and there is a massive pvp player base behind it, even still. But I would like to refer to my comment below (same to which this quote was taken from) and that is, I do not think most of them actually even tried to make the switch, to lazy to convert their previous skill to pull themselves out of the skill gap... and stop trading hits.




"but the actual skill difference is smaller.". Between People who don't practice it, and are not accustom to it, not to the people to whom actually pvp with it.
2
01/11/2018 3:46 pm
Level 1 New Miner
KingCrash
avatar
I see a lot of people say 1.9 inherently requires more skill, and this simply isn't true. I won't go over every reason (or most, really) but I WILL cover ones mentioned here and possibly some other common misconceptions.

1. Timing Hits- This does not raise the skill gap. This is an artificial skill barrier (a 'requirement' to play competitively, but one that becomes such second nature it has no real effect on higher levels of play). People say 'oh 1.9 is better because you need to learn to time your hits, but that makes PvP harder'- No, it doesn't. When I picked up 1.9, within a minute I was able to consistently time my hits with a sword in practice, and within ~10-20 minutes I was doing so fairly consistently in actual gameplay while focusing on it. Within an hour it felt pretty natural. Timing hits is not difficult, and saying timing hits makes the game more skillful is like saying jitterclicking makes 1.8 take way more skill, except for the fact that jitterclicking is not required (whereas timing hits to some extent largely is).

2. 'Enhanced archery'- I really have no idea what to say to this, other than that this is completely wrong. Archery does not change between 1.8 and 1.9 other than that shields can block 100% of arrow damage, vs. sword blocking a portion of the arrow damage.

3. 'Manuever strafes'- Again, not much of a change. If anything, I would say strafing is not as essential in 1.9 than 1.8. In 1.8, how you strafe not only effects how you and your opponent aim at each other, but also how you deal knockback. Before landing a hit in 1.9, I hardly ever strafe, and most 'good' players generally don't either- You make small movements in an attempt to bait out an attack. In fighting games this is known as 'footsies', and while 1.9 players use this to a larger extent than 1.8 players, I would say when it is present in 1.8 (with block placement / rods in most hardcore-PvP gamemodes that have them) there are more variables and there is more mechanical execution and movement prediction involved. In 1.9, I'm going to stop near the edge of your attack range, and make small side strafes and backwards movements and see if you whiff an attack, then land an attack of my own. In 1.8, I'm going to do something similar, but instead of just movement there are rods involved, which I have to aim differently depending on the range, and requires more prediction to use effectively. There is also generally an increased threat of FnS / Lava buckets in 1.8 gamemodes with them, which requires significant mechanical skill to execute as well as the top players, and is generally not as prevalent in 1.9. Yes- Fns / lava buckets are still a thing, but switching items is punished by losing weapon damage charge, rods work differently (and generally you only need to hit A rod per neutral engage, vs. several in 1.8), and even if you do take a secondary like a rod, you are generally locked into that choice for a fight in 1.9. Also, with how 1.8 plays vs. how 1.9 plays, if I mess up neutral engage in 1.9, Im generally down a fully charged hit, maybe miss mine, and then take another half-charge swordhit- But then if I acknowledge I messed up, I can immediately get out. In 1.8, if I miss a key rod, I can take a full combo because of it. Even if I run, I will likely take more hits/damage for a single key mistake than in 1.9.

4. 'Dodging'- This is something I see 1.9 players bring up a lot, but at the end of the day its just a buzzword that doesn't really mean anything. Yeah, you make small movements to try and see if the other person whiffs an attack, but as mentioned above- That already exists in 1.8, but there is a lot more generally involved in it for 1.8 than 1.9. Most of the time people whiff hits, its because they are an idiot, went trigger happy, or assumed you would move forwards and whiffed. This can also be because of missing hits, but thats an entirely different topic, and I don't feel like getting into it right now.
2
01/11/2018 8:10 pm
Level 39 Artisan Network
Nightshade73
avatar
1. "Timing Hits- This does not raise the skill gap". In most cases I would agree with you, it closes the skill gap to be more neutral towards newcomers, and people who don't pvp often... But with people like me who sometimes and have in the past pvped consistently, having proper and better timing than your opponent is a huge game changer and does need to be practiced. Sure it may come naturally if you are relatively good at timing things, but that doesn't indicate that there is no skill involved rather you just pre-acquired a good portion of it through past practices and experiences. Also jitter clicking in 1.8 does add another layer of skill to 1.8, as it is acquired not given... Just like you said 'not required'. While timing your hits or at least knowing what your doing when strike is 'required' if you are playing 1.9 competitively, and that on its own requires more thought - hence more skill - than the 1.8 playing field in, at least when it comes to just the factor of swinging your sword. 1.9 had new additions to this type of field where there are different times between Axes and swords, as well as modified critical's due to charged attacks (when your attack indicator is full) and also the addition of the new sword feature Sweeping Edge that can be viewed here: Sweep attack link. All these newer features are things to concern and deal with on the battle field which previously did not exist. Attack Cooldowns and Critical's can be found here (this is all not accounting for armor changes as well: armor)




2. ' 'Enhanced archery'- I really have no idea what to say to this' Truth been told... The archery system was changed drastically from versions 1.8 - 1.9 Other than just 'that shields can block 100% of arrow damage, vs. sword blocking a portion of the arrow damage.' The projectile paths of arrows were revamped and take into account a lot of your movement, Drastically changing projectile direction based on current motion during release. Example: Jumping up and releasing the arrow while falling will drastically make the arrow plummet. This mechanic I use a lot when hitting targets behind low cover dropping the arrow on-top of them (2-3 blocks tall). The arrows in 1.8 are more of a beam and don't take into account vertical player-movement. Arrows also got nerfed while in water (dropping drastically short in to a vertical plummet). Not to mention the 14+ new types of arrows they added into the game.

Read more here:Bow link

Here is a quick Pic at a general Addition summary between 1.8 and 1.9 (not full list ofc)

Bow summary





3. 'Maneuver strafes'- A drastic and game changing addition, Having the proper maneuver at the right time is even more essential than it is in 1.8. " In 1.8, how you strafe not only effects how you and your opponent aim at each other, but also how you deal knockback", and the same is only even more true for 1.9, keyword Knockback. 1.8 combat is almost completely based on knockback. To achieve a combo lock you must maneuver into an opponent whilst 'Locking' them in with your knockback... Rods and eggs are both just different methods to knockback the opponent just before they are within range so you can manipulate the situation when they are within range. " present in 1.8 (with block placement / rods in most hardcore-PvP gamemodes that have them)" You say this as if they are not present in 1.9 as well, These techniques / methods are still widely used and i have seen it... They did not disappear when the combat update was released. "but instead of just movement there are rods involved" Again also present in 1.9 and so are lava buckets.

"FnS / Lava buckets - generally not as prevalent in 1.9" I would disagree, this is based on the individual players combat preference and the materials they have at hand... but was never eliminated nor even changed when the combat update was released.

You bring up the point that if you use a rod in 1.9 you will have to sacrifice your cool down timer... In 1.9 you do have 2 hands and I don't really pvp with rods, so im pretty sure you can just like have a rod in your left hand, and a sword in your right. Also breaking a combo in 1.8 i'snt that hard, you could just turn directly opposite and run in that direction, in 1.9 failing to miss anything, a movement, a strike, a maneuver, will immediately open a window for the opponent to manipulate and take advantage. Ill get more into this in the 4th section but just to put it broadly right now: Every action is a new play (in 1.9).




4. "'Dodging'- This is something I see 1.9 players bring up a lot", And rightfully so. Dodging is not really a thing in 1.8, because click speed prevents it. its hard to Whiff a hit when you can diss out 15 of them in less than a second, and if you do thats on you usually not an outplaying maneuver by your opponent.

In 1.9 Dodging is a maneuver to get your opponent to whiff and restart their cooldown timer. You can evade a dodge if you want by clicking multiple times and giving them a bit a knockback.

Because fights are based on attack times and maneuvers everything you do counts, its not all based on knockback anymore, since there is a brief instance between every strike this allows time for both players to make and manipulate a new play, essentially changing up the fight after every Whiff, hit, critical, or even yess.. A combo.

you can still combo in 1.9, jitter clicking is still usful in small bursts especially to ruin opposing maneuvers.
2
01/11/2018 9:50 pm
Level 1 New Miner
KingCrash
avatar
Ill cover the other 2 sections in a bit / tomorrow
2
01/11/2018 9:49 pm
Level 1 New Miner
KingCrash
avatar
Going to come back to timed hits in a bit

Archery still has very similar mechanics compared to previously- Movement already DID have input on arrow trajectory, it was just increased a bit. While longer-range bowshots do change with this, the basics of the system are so similar that you can easily switch between 1.8 and 1.9 and not have any difficulties adjusting. There aren't many points in time where you will be firing arrows in water.Even though there were 14 different arrow types, they basically break down to 3 categories:
1. Damage (used exactly the same as in prior versions, just apply poison or extra damage)
2. Healing / self buffs (low-charge shots to hit self for buffs)
3. Generally useless / other (arrows that realistically aren't going to have an impact, or that don't fit into the other catergories. Generally not used at all, or do not change playstyle at all).
Only 1 catergory (buffs) truly uses a bow/arrow in a different way. Even then, its very simple- you just aim up and fire weak arrows to self-buff.

Rods do not function the same in 1.8 vs. 1.8- They are not tools for the neutral that deal knockback, and is generally a lot less threatening IMO (although it can be EXTREMELY scary in an axe vs. sword matchup), other than that- With how offhand works, players are generally 'locked into' an option, and their secondaries are a lot more broadcasted (since you can see they intend to use it if it is in their offhand), and using multiple secondaries is much more limited (because again, you lose sword charge if you switch to another item).
Dodging isnt really a thing in either- Again, you aren't 'dodging', you dont see somebody swing a sword and then make a move to evade it, you are just making small movements to try and get people to whiff so they have no sword charge. Thats not a dodge though, its a dodge if its on reaction- Moving to try and get somebody to whiff isnt that. You can physically 'dodge' a rod in 1.8, but its pretty limited and most of the time you are just looking for the other person to miss a rod so you can punish.
Combos are.... very limited by comparison in 1.9. Not saying they dont happen, but in a lot of cases where they happen, they are a bit more avoidable than in 1.8. Jitterclicking also is NOT a thing in 1.9, because you waste all of your sword charge, but don't hit them (because of the hit delay), you just wait less and throw out like a half-charge sword hit, and see if people just keep running into it over and over thinking they can hit you when they can't.
2
01/09/2018 9:35 pm
Level 1 New Miner
KingCrash
avatar
I mean, most of the information on 1.8 (and 1.9, to an extent) in this thread is plain wrong. Don't have time to 'defend 1.8' here right now, but can possibly tomorrow.
1
01/09/2018 11:11 pm
Level 39 Artisan Network
Nightshade73
avatar
please do!

Im intrigued.
1
01/09/2018 9:37 pm
Level 1 New Miner
KingCrash
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Also just saying, but you will find this to be a heavily biased platform for 1.9, just as me posting this on Badlion forums or Vanilla Legacy forums would be heavily biased to one side or another.
1
01/09/2018 11:16 pm
Level 39 Artisan Network
Nightshade73
avatar
Seems so, But don't let it get you down... I'm interested in what you have to put on the table, im sure no one in this thread below even cares for it anymore \/




Opposition is what you are here for, personal bias can still be swayed as it is still opinion.

I'm eager to hear you :D
1
01/11/2018 3:02 pm
Level 1 New Miner
KingCrash
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Yeah no, I've been in these kinds of debates countless times, doesn't really bother me at all anymore.
1
01/06/2018 4:28 pm
Level 39 Artisan Network
Nightshade73
avatar
Do it. I sent you the link,
1
12/23/2017 4:15 pm
Level 39 Artisan Network
Nightshade73
avatar
Step forward if you defend 1.8

iv sent you the link and I know your reading this!
3
12/16/2017 3:10 pm
Level 9 Apprentice Fisherman
Undead Space
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1.9+ is awesome in my opinion
3
12/16/2017 2:48 pm
Level 1 New Miner
PowerMentos
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Its a controversial topic :D
1
12/16/2017 1:08 pm
Level 39 Artisan Network
Nightshade73
avatar
Still trying to obtain people willing yo defend 1.8 ;-;




There are a lot of people like this in YT comments tho, which is where im at rn lol
1
12/15/2017 2:36 pm
Level 39 Artisan Network
Nightshade73
avatar
Anyone reading this, start posting links to channels if you find any, that bring up good discussion about this topic, I wanna get in on it.
1
12/13/2017 3:57 pm
Level 39 Artisan Network
Nightshade73
avatar
I have found someone willing to defend 1.8. Watch it:




https://www.youtube.com/watch?v=HkbM69jtsYs






Nightshade1 second ago

My analysis of the video:
-------------------------------------------------
-Too slow

-It does have more factors and is more dynamic so it takes more skill, like the damage based on the attack rate (2:20)

~Its not as intesnse or exhilarating

-Timmed clicking is boring
~Clicking fast is why I play

-(3:30) It might take more skill, Its just not as exhilarating. People don't like if its slower paced

-(5:40) I personaly believe its alot less fun and fast paste than 1.8

-(7:20) Its not that its less skillfull, Its actually probabbly more skillfull, I just think its less fun to play.

Pretty much the entire time you just said. "I don't find timing hits fun, I like to spam. I think its too slow paced"
-------------------------------------------------
So my counter to that would be, that I disagree. As a Vet of both 1.8 and 1.9 pvp I believe 1.9 pvp is actually Faster and more decisive than pvp in 1.8.
As the new mechanics require and provide a multitude of new options that were unavailable in the previous system such as: Dodging, Timed (not just yours but your also opponents) hits / blocks...And the wide variety of new strafing techniques to achieve victory, rather than going in for a combo or retreating out of one like it was in the old system.
Putting new plays on the table practically after every motion or decision you make in game, meaning you have a lot on your mind... I actually have to analyse my opponents as I fight them, rather than previously where I would just out strafe and out click them.
Really, I have never had a battle in 1.9 That has lasted longer than a minute, and the better you are and y our opponent is at it... just makes it that much shorter. The only time Iv had Long battles has been using bows, and bows only. Because shooting people with a week bow they can easily take cover and eat to heal up... making it last forever XD
2
12/13/2017 4:23 pm
Level 39 Artisan Network
Nightshade73
avatar
(Same video comment section)
Pikachu Clicks19 hours ago

Anyone who says 1.9 takes more skill is only saying that, because they can't come to terms with the fact that becoming good at a game takes actual time and effort. They like being able to join a game and immediately be "good" comparatively to other players. All the 1.9 combat system did was reduce the skill-gap, and everyone knows that. Even Mojang knows that, and has publicly admitted to it. I emailed mojang about it within a few weeks of the update coming out, and support literally said "can you specifically describe what parts of the update you don't like, and why? Our development team has put in a lot of work to making sure the game is as fair as possible to all players of all skill levels." The entire goal was to make it easier for younger and newer players to do well. They didn't "add strategy" as some people are saying, all they did was take an enormous amount of skill out of the game so that 9 year olds can have a chance. In fact, I posted again tweeting at a Mojang staff member that the system is silly and why, and her response was "I agree!" The only people trying to argue that 1.9 takes more skill is just the absolute imbeciles that can't accept the fact that being bad at something exists. Actual PvPers know it takes no skill, and so does Mojang. This is the twitter conversation btw. https://twitter.com/Chupacaubrey/status/929781647397961728








~Me right now~

I Just read it:
"If you have better gear, you will win the fight every time, and otherwise, you'll lose every time. All that matters is being able to aim, which is extremely easy to do, so the skill-gap is pretty much gone."

That is just but one example from the text, he claims that 1.9 is NOT as skilled and is more actually a trade off for people who are bad at pvp.

But playing as one who has been pvping as well since 1.2 and still continues to play and has transferred to 1.9+, I can say that this is way far from the truth.
What I think is happening, is that people who play 1.8 don't even try. Don't even try to give the new combat system a chance to experience it.
Because I played so much pvp and factions practically since I joined minecraft, It took me some time to get used to and understand the new system... So I understand where he is coming from but I wholesomely believe he hasn't made much progress at all in even attempting to learn the new system.
In fact, I believe when taking his argument into account... its quite the opposite.

I believe 1.9 DID close the skill gap... (wait for it)
People that join can "Immediately be good" when they join the game, But that doesn't account for all people because the people that ARE good as soon as they join, are good because they can Actually time their hits, and figure out hit distance when compared to the other 3y/os that play this game, who cant.
BUT.
It has also ENORMOUSLY widened the skill gap between the average player, and someone like me, who plays pvp consistently.
Before you get confused here is an analogy:
-
in 1.8 there where 3 classes: Poor, Middle, Rich. (in pvp)
and now with the 1.9 system, they closed the gap between the Poor and the middle class... But gave most of the ability's to the "Rich".
(Don't go screaming Economic shit at me, its just an analogy)
-
The average player who plays minecraft has not gotten used to or is not to attentive when it comes to timing their hits, making the average person practically equal in terms of combat. But when you factor in all the new game mech I have stated above:

"As the new mechanics require and provide a multitude of new options that were unavailable in the previous system such as: Dodging, Timed (not just yours but your also opponents) hits / blocks...And the wide variety of new strafing techniques to achieve victory, rather than going in for a combo or retreating out of one like it was in the old system.
Putting new plays on the table practically after every motion or decision you make in game, meaning you have a lot on your mind... I actually have to analyse my opponents as I fight them, rather than previously where I would just out strafe and out click them."

I believe that 1.9 does and even @tenebrous has stated, It requires more skill to actually win a fight.
If you don't get used to it, and play it like its 1.8 (which its not) you will indeed end up like the guy posting that on the minecraft forums.. Where you just equally trade off hits.. Because you and your opponent, are just as equally bad...
1
01/23/2018 8:05 pm
Level 1 New Miner
KingCrash
avatar
I would agree with parts of this, I think most 1.8 players need to try 1.12 a bit more while actually keeping an open mind, but the difference between the average player, good players, and the best players is currently WAY smaller than 1.8. Part of this is simply top players haven't had as much time or other good players to get better as 1.8... But the actual difference between average vs. good is definitely more prominent in 1.8
2
01/11/2018 9:32 pm
Level 8 Apprentice Blacksmith
snakeslayer541
avatar
I agree, you explained that very well.
1
12/12/2017 10:29 am
Level 39 Artisan Network
Nightshade73
avatar
Where are the 1.8 defendents!! :OOO
3
12/08/2017 11:36 am
Level 24 Expert Blockhead
Nitwick
avatar
Here's another post saying 1.9+ requires more grey matter to use and that skill can be better applied to 1.9+ combat as compared to 1.8.

My theory is that 1.9+ combat makes people think and invalidates the clickclickclickclick philosophy that minecraft players have had with PVP for years. The change forces them to PVP differently, and they don't feel like adapting.

Besides simply being too lazy/disinterested in learning the new system, I haven't heard of a viable 1.8 and before defense in regards to skill.

Perhaps servers retain 1.8 PVP for this exact reason - it doesn't take as much skill, and is thus more approachable to PVPers and gets people into the action quicker. Less thought, more clicking. Sounds suitable given the community trends.
1
12/08/2017 10:52 pm
Level 39 Artisan Network
Nightshade73
avatar
As a small side defense to 1.8, because I used to play it all the time... It does require practice / experience to be actually good at it. A lot of people play 1.8 (still) where they just walk at you and maybe do some left to right strafing while clicking as fast as they can... The skill sense to 1.8 really out of my own experience resides in being able to land combos and keep up the strafe.

Combos are hard to explain if you don't already know what they are, but its practically part of the old game mechanic where you would "Lock" someone from hitting you at a certain distance because your hits register first, due to completing a certain type of strafe and landing a hit around the same time.

To my extent of pvping this way for years, that is typically the only Skill involved except learning to click faster...




When I switched to 1.9 however, and it took me about 2 weeks to get used to...

It requires a lot more game sense as you actually have to think about you and your enemy's move in a short amount of time, while list timing you and your opponents strikes / crits (at base gameplay swords only). And that's only the real basics of fighting in 1.9, you can take into account the high multitude of different strafes and techniques you can use to unlock advantage over your opponent.
1
01/16/2018 7:17 pm
Level 1 New Miner
KingCrash
avatar
Movement is a relevant skill, for pot / other gamemodes of PvP with secondaries thats a skill, aim is a lot more necessary in 1.8, etc.
2
12/08/2017 11:17 pm
Level 24 Expert Blockhead
Nitwick
avatar
I would not argue 1.8 and prior is no skill at all; but I would say there's more one must keep in mind to 1.9+ era. And yes, I was aware of those tactics, during the time I did get vested in PVP (not very long, it bored me quickly compared to games with far superior PVP mechanics for my tastes).

Another angle, which I haven't even touched into yet, is that pvp hacks could sometimes be difficult to notice (at the very least, they weren't uncommon in open servers). In 1.9+, I've found them to be less of an issue. Perhaps it's just because most of the people who were inclined to cheat on prior versions don't bother with 1.9+, but either way, it's a far less open issue than when I was more actively working with servers and in a position to actually monitor people for illegitimate pvp. Killaura and things making the mouse snap towards a player are fairly simple to detect; clickspam bots, not quite as much, and even some of the smarter aimbots.

People just haven't 'broken' 1.9+ pvp as much. Yet is probably the best word :p
1
12/08/2017 10:52 am
Level 39 Artisan Network
Nightshade73
avatar
Yet to get a guy to rep 1.8

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