First of all I would like to thank the people who built this game. Mineclonia is actually a good game (especially!!! in terms of the FPS numbers they save compared to Voxelibre) I like the textures and it's a smooth game experience. It roughly sticks to the game mechanics of Minecraft with small differences. (It is important to say that many game farms based on BUgs do not work like in Minecraft). Actually I think it's good that you don't build in bugs on purpose, but sometimes it's sad when you build a machine from Minecraft but it doesn't work :( PvP also works, unfortunately not really well. I mean yes there are shields and axes to break them bows and swords but a big problem is that cooldown doesn't exist. The PvP frofies probably know what that is, it is the limitation to avoid spam clicks or that a weapon only does full damage when it is charged. I play a lot of Mineclonia pvp with friends, but it's really annoying to play without cool-down! Basically I can play as tactically as I want, I still lose because the others are spamming and clicking all the time! It's just stupid <:( So all the shields and axes and trits make no sense! Would be really great if that would be changed. PvM works without problems (recoil on skeletons too high but not really bad) A really good game I can only recommend it unfortunately because of the PvP (which I simply use the most) it only gets a ---------
Attack cooldowns do exist, but not in a way that really punishes spam clicking. Punch damage is currently calculated by the Luanti engine so changing it would require us to make our own damage system in Lua. I am pretty sure spam clicking should yield roughly the same amount of damage per second as perfectly timing the attacks. Maybe there is some damage rounding going on which makes spam clicking slightly better though. I might do some tests of that later. In any case, we will probably look into improving combat at some point in the future.
If there are any farm designs which do not work, feel free to link to designs so we can investigate why that could be.
I don't understand why this is so much work, okey I can't speak I'm not a Luanti developer but this little function has so big effects on the entire pvp. Just like it wouldn't make any sense if the bow always did the same amount of damage.. Of course you can argue that you should try not to get hit, but still, what's the point? It's not a strategic game, it's a clicking competition, the fastest clicker wins. And it's exactly this spam clicking that continues in Mineclonia. Using shields, axes to break or whatever is useless. Just click quickly and win. And what makes it even more exhausting is the high recoil on hits. Which is far too high in my opinion.
It is not trivial to change as the code is in the Luanti engine. It is not impossible however and we will probably look into combat at some point in the future. Even though there already is a cooldown, it would make sense for it to be more punishing for spamclicking players as it does make pvp less interesting.
First of all I would like to thank the people who built this game. Mineclonia is actually a good game (especially!!! in terms of the FPS numbers they save compared to Voxelibre) I like the textures and it's a smooth game experience. It roughly sticks to the game mechanics of Minecraft with small differences. (It is important to say that many game farms based on BUgs do not work like in Minecraft). Actually I think it's good that you don't build in bugs on purpose, but sometimes it's sad when you build a machine from Minecraft but it doesn't work :( PvP also works, unfortunately not really well. I mean yes there are shields and axes to break them bows and swords but a big problem is that cooldown doesn't exist. The PvP frofies probably know what that is, it is the limitation to avoid spam clicks or that a weapon only does full damage when it is charged. I play a lot of Mineclonia pvp with friends, but it's really annoying to play without cool-down! Basically I can play as tactically as I want, I still lose because the others are spamming and clicking all the time! It's just stupid <:( So all the shields and axes and trits make no sense! Would be really great if that would be changed. PvM works without problems (recoil on skeletons too high but not really bad) A really good game I can only recommend it unfortunately because of the PvP (which I simply use the most) it only gets a ---------
Attack cooldowns do exist, but not in a way that really punishes spam clicking. Punch damage is currently calculated by the Luanti engine so changing it would require us to make our own damage system in Lua. I am pretty sure spam clicking should yield roughly the same amount of damage per second as perfectly timing the attacks. Maybe there is some damage rounding going on which makes spam clicking slightly better though. I might do some tests of that later. In any case, we will probably look into improving combat at some point in the future.
If there are any farm designs which do not work, feel free to link to designs so we can investigate why that could be.
I don't understand why this is so much work, okey I can't speak I'm not a Luanti developer but this little function has so big effects on the entire pvp. Just like it wouldn't make any sense if the bow always did the same amount of damage.. Of course you can argue that you should try not to get hit, but still, what's the point? It's not a strategic game, it's a clicking competition, the fastest clicker wins. And it's exactly this spam clicking that continues in Mineclonia. Using shields, axes to break or whatever is useless. Just click quickly and win. And what makes it even more exhausting is the high recoil on hits. Which is far too high in my opinion.
Like I said there is an attack cooldown. If you spamclick then every attack will do less damage. Here is the code for it: https://github.com/luanti-org/luanti/blob/9ff38bdf7f13d293471310a79148c34cbd0748d7/src/tool.cpp#L431-L437. It makes spamclicking deal the same amount of damage per second as not spamclicking (as long as you do not click slower than the cooldown). So it should not be significantly worse or better.
It is not trivial to change as the code is in the Luanti engine. It is not impossible however and we will probably look into combat at some point in the future. Even though there already is a cooldown, it would make sense for it to be more punishing for spamclicking players as it does make pvp less interesting.