Board Thread:Suggestions forum/@comment-2A02:C7D:5DBE:BA00:C585:CC6C:9381:9986-20170731123313/@comment-30561367-20170809214720

Minecraftmage113 wrote: Notverygoodusername wrote:

Minecraftmage113 wrote: another problem is dual wield/shields as well as saturation regen

Dual wield - Just highly unrealistic, being able to shoot your bow then swing a sword almost at the same time, draw bow while holding sword, etc. more of trouble with how realistic it is than anything else

Shields - For normal MC shields are rather OP, and even if fixed by the mod they would conflict with the mods shields

Saturation regen - basically saturation = health in 1.9+ with how fast you regen off it. and with feasting/lembas people will be going into battles full saturation if they aren't already essentially giving them 40 health. not the wisest implementation by the minecraft team, but it should be an easy work around. I think the shields and the more powerful regen balance out the difficult skeletons and slow attacks. The sword+bow wielding thing is one that I don't really notice that much, although I have used it and so have some of my friends. I prefer wielding a shield in the other hand.

The better regen and sword+bow wielding would be OP in middle-earth with feasting and middle-earth attack speeds, yes, but shields are not too strong in my opinion. They break pretty quickly and they slow you down when blocking. The shield conflict could be fixed, for example, when you wield a shield, then it's texture will be replaced by your middle-earth shield (not sure about it's coding difficulty). Another option would be to make all shields into items that could not be obtained before their requirement is reached. Not sure how it would work with the player-specific shields though. "slow attacks" implemented in lotr mod. "difficult skeletons" bows in lotr are powerful enough that even with an AI upgrade the skeletons wouldn't stand much of a chance. Also, with shields, i was playing with one earlier and it completely nullified damage from vanilla mobs excluding creepers which merely did about 1-3 damage (not hearts)

I don't think the LOTR mod attack system is as slow as the 1.9+ vanilla one. I think the sword recharge speed in vanilla is about that of a warhammer in LOTR. The skeleton AI upgrade makes them a whole lot tougher, because attacking them melee without wielding a shield makes them almost unkillable. Bows might be stronk, but they require arrows. Arrows are not a cheap resource (atleast I find it so) and I don't use a bow on every ranged mob I encounter. I sometimes fire a shot to weaken them, and then go in melee for the kill. Even with full uruk strenght armour and weapons, a single gondor archer got me down to half health when I attempted to melee it, skeletons are much more difficult to fight in 1.9+ and attempting to slay them melee without a shield is nearly impossible.

Arrow costs:

crafting and finding resources:

sticks are very easy, just punch a couple trees and you are set

for feathers, chickens or swans must be hunted, swans are quite rare, dangerous and scary, chickens are also pretty difficult to find

for flint, it's very annoying, you may have to spend a long time just breaking gravel blocks, I think it took over 30 minutes to convert 1 stack of gravel into 1 stack of flint

buying:

traders sell 4 arrows for 2-4 coins, that is not too expensive, but that deal might be difficult to find, also traders are often killed in invasions or by other players

npc farming:

arrows usually only drop from archer mobs, wich are quite difficult to slay without a bow, one option is to farm the elves of dorwinion, but they drop arrows rarer than archer mobs