How I'd Update Movement in Minecraft

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  • Опубликовано: 19 окт 2024
  • With recent Java Snapshots showcasing better Minecart movement, how could player movement itself be improved in Minecraft? Let's explore that here!
    Mods featured in this video:
    Figura - modrinth.com/m...
    Combat Roll - modrinth.com/m...
    Combat Bash - modrinth.com/m...
    Wall-Jump! - modrinth.com/m...
    Parcool - modrinth.com/m...
    Grappling Hook Mod - modrinth.com/m...
    Resurvival Modpack:
    www.curseforge...
    Discord: / discord
    Patreon: / infernalstudios
    Website: infernalstudio...
    Use code INFERNALSTUDIOS to get 25% off of your own Minecraft server! bisecthosting....

Комментарии • 273

  • @lyof
    @lyof 4 дня назад +162

    This is the most elaborate sonic ad i've ever seen

  • @Adir-Yosef
    @Adir-Yosef 4 дня назад +35

    ok there is one major problem this video has, it thinks of Minecraft as a different game.
    i would say adding wall jumping, dashing, double jumping and grappling hook is just not in the essence of exploring in a natural world, Steve isn't some sort of super hero (even if he can hold millions of tons worth of gold) he is suppose to be a regular man in this world.
    at best i can see a dash coming for a leggings enchant, maybe double jumping working as a boots enchant.
    but the grappling hook seems like another messy addition that adds additional stress to your inventory slots while wall jumping kind of invalidates the entire fact that you can just place a block of dirt on the cliff you jumping to.
    if i were to code (and know how to code) an exploration update i would like separate our current exploration methods into differing areas where the elytra can't creep to.
    for example, the minecart excels at the transportation of mobs and items:
    i think it should lean more to that direction by making minecart tracks easier to build and adding or reworking mechanics for creature travels.
    add a large minecart that can contain a double chest and larger mobs currently unable to capture by normal carts or maybe even contain multiple player sized mobs.
    due to boats' reaction to ice it remained as one of the competitors of the elytra, the main difference is that boats are superior in tight places like the middle of the nether or inside a crave, elytra are superior in open zone exploration like the overworld's sky and the end's void.
    horses (and animal taming in general) are by far the biggest losers in this battle, they just can't compete movement wise to literally all other movement methods, sprinting included because you don't need to set it up for the next decade, they need a total shift in goals and in my opinion it could be a combat mounts, it will also align them closer to other pets most of them working in the mob control sector of gameplay.
    this way they aids the player with an unusual hitbox, extra health, speed, hunger loss and if added correctly even a way to deal damage, but become weaker in aquatic terrain and requires time and exploration to set up.
    last topic i want to bring up is regular walking, it's good as is but will benefit from more movement base equipment and enchantments, examples can be like the dash, double jump, grappling hook and wall climb you suggested, but also wind charges which act as quick vertical mobility similar to a rocket jump or fortnite's impulse grenade.

    • @fafuo
      @fafuo День назад

      Enchancement is a mod that changes the enchanting system and adds dash and double jump enchants (among a whole bunch of others) and i think you should check it out cuz its just really good overall

    • @Adir-Yosef
      @Adir-Yosef День назад

      @@fafuo ya this kind of proves my point, this seem like an idea for a mod not something for the main game

    • @fafuo
      @fafuo День назад +1

      @@Adir-Yosef if im being honest i just wanted to promote a mod i like lmao

  • @appledude5561
    @appledude5561 4 дня назад +53

    Cool ideas but I entirely disagree with the dash.
    If a use of the dash is to dodge a skeleton's shot then I believe this entirely takes away from the already built-in method of dodging, to judder past your prediction of the skeleton's shot. I argue the mechanic this should not be changed as it is still a fun system without that many flaws .Therefore, this dash lowers the skill ceiling and limits ranged bow PvP to an extremely flashy test of shooting instead of a test of skillful combat and mind games.
    Furthermore, the central reason the dash is in a game like Mega-Man is because it is 2D. This means the player actually relies on the dash in certain circumstances. So fourth, the player should not need a dash to escape something like a horde of mobs, this is because the player should already have learnt positioning instead of using a crutch dash ability which avoids Minecraft's core game-play system.

    • @nitrogames1435
      @nitrogames1435 3 дня назад +10

      I see what you mean; however I personally like the idea of a dash/roll ability for two reasons:
      1. It encourages the player to learn how to effectively time their dash, adding more depth to combat.
      2. It allows for more difficult mobs to be added to the game without having to just add more armor, making combat with mobs more interesting.
      That being said, I can see why a dash isn’t already in the game since it is such a powerful tool. And that’s not even considering how it would work on other platforms since we know mojang likes to make sure that everyone is still playing relatively the same game no matter how they are playing it.

    • @ocks_dev_vlogs
      @ocks_dev_vlogs 3 дня назад +2

      OP, I couldn't agree more. I wish I could link to my comment that I just posted because I talk about these problems and more, and not just about dashing.

    • @viniciusgoulart5077
      @viniciusgoulart5077 3 дня назад +2

      ​@@ocks_dev_vlogsdon't worry, when people click on your pfp they can see your other comments on this video. Including your in depth explanation

  • @galdoug8918
    @galdoug8918 4 дня назад +68

    I think the double jump idea may work better if instead it was more of a "high jump" which you activate by holding space for longer.
    This would fix the fall damage cheese, and would probably feel more natural.

    • @galdoug8918
      @galdoug8918 4 дня назад +5

      *more natural than not being able to stop jumping.

    • @carlostejeda4341
      @carlostejeda4341 3 дня назад

      What about crouching and releasing the button the moment you hit jump, like mario.

    • @JAYbePRINCE
      @JAYbePRINCE 3 дня назад

      @@carlostejeda4341 remember playstation? That would be a lot harder to do since in order to crouch in playstation one uses r3.

    • @carlostejeda4341
      @carlostejeda4341 3 дня назад +1

      @@JAYbePRINCE oh yeah, Minecraft on controller is a thing, I forgot, well I guess a high jump should be, but I don't see them doing it that way because there's already a potion effect for that, I think that an boot enchantment that gives you that skill that also can be used in conjunction with the effect could be nice.

    • @JAYbePRINCE
      @JAYbePRINCE 3 дня назад

      @@carlostejeda4341 enchantments that give the player potion effects now that's a good idea.

  • @Colin__
    @Colin__ 3 дня назад +12

    just mod the game lol
    not only that, minecraft is inherently a simple game. adding more complex movement will not only make it more difficult for a large group of players to get into minecraft, it wouldn't fit the game at all.
    Personally, minecraft is about taking your time with everything, learning how to defeat mobs and getting better gear. Locking all your ideas behind enchantments is neat, like featherfalling or swiftsneak. But giving that moveset from the start is incredibly game breaking.

  • @ngabel8956
    @ngabel8956 3 дня назад +7

    I'd say these ideas fit a whole lot better in a mod pack than they would in vanilla. They can be a lot of fun, but they would clash with a lot of Minecraft's core design.
    Sprinting was added in beta 1.8. It is incredibly powerful and balancing it has been no easy task. For starters, mobs are made significantly easier because the player can just outrun them. Adding faster mobs like the baby zombie, isn't a perfect solution because they can be quite difficult and annoying, especially to more casual players. Limiting sprinting with the hunger system also isn't a perfect solution because players will always choose to sprint for as long as possible, so players always have to eat, and eating becomes a chore. Furthermore, sprinting alone can compete with a lot of alternative travel methods like horses, boats, and mine carts because sprinting is highly accessible and unrestrictive.
    All of this is to say that challenges will arise for any new movement given to players.
    The dash would face similar balancing issues as sprinting has. And I'm not sure how useful the dash would even be. Most attacks can already be avoided by using a shield or simply keeping your distance. Most ranged attacks can already be avoided simply by strafing. Melee mobs have a short attack reach, so there's no real need to dodge. In more combat focused games like Hollow Knight or Dark Souls the enemies physically swing at you, so a dodge is far more useful. For navigating terrain, Mega Man is a 2D platformer, so pits are designed for the player to dash over. Minecraft is a 3D survival sandbox, so pits are just a part of the natural environment, are considerably less common or necessary to cross, and players have many solutions to cross them when they choose so. Building a bridge is probably the easiest and most intuitive. Although it can be slow on Java Edition, on Bedrock Edition players can place blocks directly in front of them. Another option is to scale down the pit and climb back out. And there are tons of options for jumping across using tools like the wind charge, swiftness and jump boost potions, ender pearl, elytra, riptide trident, camel, horse...
    Wall jumps could be difficult to implement. If they occur whenever a player jumps whilst against a wall, accidental wall jumps would happen all the time. If they require a new button input, how would it be done for controllers and touch screen? When they wall jump, should the player spin 180 degrees? And like the dash, the wall jump wouldn't be super useful when Minecraft already offers so many options like building a tower or staircase, using ladders, vines, waterfalls, and most of the tools already listed above. One change I would like to suggest are more powerful jump boost potions because jumping a mere 1.5 blocks is almost never useful and I'd argue the wind charge has proven jump boost's missed potential.
    The grappling hook has been a fan favourite suggest for a long time, but I've personally never been sold on the idea. Most implementations I've seen tend to be either wildly difficult to control or slow and clunky. New York City is practically tailor made for Spider-Man to swing through, whereas Minecraft's environment is far far more chaotic. And once again, I don't find it particularly more useful than the existing methods of the ender pearl, wind charge, riptide trident, elytra...
    Anyways, I've put way too much time into this comment. I've seen similar suggests to add new movements to Minecraft, and although they could be a lot of fun, I guess I wanted to sit down and figure out why they don't quite sit right with me.

  • @Knockknockitsknuckles1234
    @Knockknockitsknuckles1234 3 дня назад +2

    if there was ever gonna be a dash in the game, I say it should probably be an alternative to the shield, you aren’t nearly as protected as would be with a shield but if you can consistently use it right, then it can be just as effective when in dangerous situations. Maybe a shoulder cape, something dashing if you will.

    • @infernalstudiosMC
      @infernalstudiosMC  2 дня назад

      Ohhh I really like that idea! A weaker shield, perhaps? Or something like that!

  • @PuddleSpout
    @PuddleSpout 3 дня назад +9

    I dont think Minecraft needs new forms of being able to move, it'd probably ruin the overall feel and sandbox/calm style of the game.
    However I believe it just needs a major overhaul/buff of it's current movement types. I'll give a few examples here;
    I propose a few changes as well as additions to the elytra to make it overall more fun and less overpowered.
    With the first change being that instead of using fireworks at all, to gain altitude players can use the smoke of things like campfires or smokers and whatnot. Additionally the more campfires/smokers placed together in a bunch will increase the potency and height of the smoke.
    Maybe there could be an enchantment for the elytra that uses wind charges to propel the player forward in a similar way to how fireworks used to at the cost of durability or with a limited amount of uses.
    Another change I'd love to see is when flying with an elytra and holding out a dye, a smoke trail of that colored dye your holding will be left behind. Allowing for more creativity and fun.
    Minecarts on the other hand with the recent snapshot have almost been entirely fixed, but there's still something to put the cherry on top, so to speak.
    The change I propose is wooden rails (inspired by the Spelunkery mod) which are crafted using sticks, which have the ability to go over gaps and ravines for a limited amount of blocks before needing a support again, however these rails reduce minecart speed significantly and are known to break when too much weight is applied, or after a limited amount of uses. Allowing for early game usage of minecarts and/or without having to spend abysmal amounts of iron.

    • @StarBeam500
      @StarBeam500 3 дня назад +1

      I think the idea behind removing rockets as a use for elytra works on paper, but I do really think it would make elytras less fun overall. I think keeping them but lowering their efficiency would work well. The other elytra changes are great, though. I love the idea of having wind gusts to push players up.
      In any case, I think elytras should be used for gaining height and traveling short distances
      As for your minecart changes, I don't think they work. What early game uses for rails are there, really? Even if there were cheap rails, you still would need powered rails and quite a bit of set-up to get them working enough, and what would you use them for? Transport won't be too necessary until you've built up quite a bit, and rails would otherwise likely just be used for farms, which come even later. I'd say to just fix the recipe. Swap the sticks and iron in the grid, half or even quarter the amount created, and I think they would be cheap enough for earlier and easier use.
      Minecarts should be entirely used for transport; long transport, short transport, transporting items, or players.
      I think horses could also use a speed buff. My idea is that maybe feeding them foods like carrots or apples will allow them to go faster for a period of time. Golden carrots are, of course, the most efficient, giving a tad more speed and jump power for a lot longer.
      I think horses should be good for land exploration or quick early-game transport.
      And boats are fine as is. Not much to change. Good for ocean travel and ice highways can make for good long-term transport in the late-game.

  • @doomyte8881
    @doomyte8881 4 дня назад +38

    I feel like instead of a “time limit” of sorts for double jumping, just making it keep its momentum would work as a counter for people cheesing fall damage.

    • @carlostejeda4341
      @carlostejeda4341 3 дня назад

      That's very broken, almost like a grappling hook's momentum, unless you add a lot of air drag, and that could make it useless, in my opinion, you should be able to do a double jump as long as you keep upwards momentum, the moment you start descending, it's over.

  • @KittyKazi
    @KittyKazi 4 дня назад +86

    The issue is that:
    Minecraft isn't a movement shooter. Coming from someone who has developed one, movement shooters are great. But not everything needs to be, or should be one. Minecraft is fundamentally a slow game. You're not supposed to quickly dodge arrows, or double jump up mountains. You walk at your own pace. Eventually, you can find items that let you traverse faster, like elytras or wind charges but those are all consumable items. Things like horses have to be tamed, cared for, etc. and having intrinsic powers would wreck the pace and vibe of the game. Steve isn't a superhero like Megaman or Sonic, and shouldn't be. He's (or they are) an extension of the player, and as such are a pretty simple vessel. You can run a bit faster than in real life, jump a bit higher, and that's as far as it goes.
    Minecraft is a sandbox game, Sonic is not. In Minecraft, if there is a skeleton shooting you, you can build around it, or hide in a hole, or craft a shield, or use a bow yourself, etc.. There's no need for a dash, because that would render all of the other options useless. If there is a gap too tall, you can use an elytra, wind charges, build up, dig a staircase. Having a double jump would make those pointless. Get what I'm saying?
    TLDR: Having flashy movement would take away so much of the depth that is Minecraft traversal. The simplicity and emergent behaviour IS the fun.

    • @infernalstudiosMC
      @infernalstudiosMC  3 дня назад +17

      I've seen the point that these abilities should be locked behind enchantments raised a couple times now which I think I can get behind, but I disagree that MC is a *fundamentally* slow game when, through things like potions and elytra, you can ramp things up significantly.
      I think I still stand behind the concept of a dash since shields are already an 'optimal' way to beat Skeletons and make combat a lot more sluggish than is enjoyable. Bows against Skeletons are ironically the worst thing you can try to do, and digging a hole to get away isn't something that anybody ever does. Likewise, Elytra replaces every other movement method once obtained. Building staircases is still an option once you've got a double jump or wall-climb if you *want* to do that!

    • @KittyKazi
      @KittyKazi 3 дня назад +19

      @@infernalstudiosMC Locking the abilities behind enchantements could help, yea. How are bows bad against skeletons, I one tap them on my vanilla SMP (whereas a sword takes more hits and longer)? Your point about elytra is good, except for the fact that it only works in open air (it is a bit too strong for my tastes though). If you're in a cave, an elytra will just kill you (whereas with a double jump the only risk is fall damage which isn't a problem to someone with a bucket). My main point isn't that "with double jump/dash/etc. you can't use these other methods" it's that there's no gameplay reason to because the movement abilities are more efficient. You can still use them, it's just no longer "ooh look I can dig a staircase here to get out" and instead "I am handicapping myself by choosing to make a staircase when I could just double jump". It's like if in Sonic you could teleport. Yeah, you still can use the other abilities but the fact that you *could* teleport removes a lot of the fun.

    • @StarBeam500
      @StarBeam500 3 дня назад +2

      All of this, but I do think it would be fun to be able to climb over 2 block walls. If your charecter is less than a block below the top of another block, you can press jump again to hop on top of it. This does, however, use quite a bit of saturation.
      Or an enchantment that lets you jump a bit higher. I just think it would be nice to be able to scale mildly steep mountains without jumping back and forth or ruining the look of the mountainside by building irratically on it.

    • @MarioMario-vy4bi
      @MarioMario-vy4bi 3 дня назад +2

      Think of Terraria movement. Making Minecraft more like Terraria with it's movement weapons and bosses would be awesome.

    • @fantasiaanimation9787
      @fantasiaanimation9787 3 дня назад

      You see if mods can do that, devs can do that, they are just lazy, or limited by Microsoft… it’s been years and years and all the updates are the same, the only good one for me was the cave update, the rest are bad. This add could make the game more interesting, and viable especially in PvP, this is why I find your comment totally disconnected to the reality, it’s like you don’t want the game to evolve and be the same everyday, with little add on. I hate that mentality.

  • @contademez
    @contademez 4 дня назад +21

    The crawling needs an animation update. Currently it is the same as swimming

    • @chidubemmo
      @chidubemmo День назад

      That's because crawling is actually a glitch that never got fixed.
      You can't do it in Bedrock/Pocket for example, or at leastg it's harder

  • @King_of_nah_Id_win
    @King_of_nah_Id_win 4 дня назад +18

    Try out the “Enchancement” mod, it completely overhauls enchantments but also movement with the enchantments it’s really good and just got ported to 1.21

    • @hdtheduck2293
      @hdtheduck2293 4 дня назад +2

      IT GOT PORTED TO 1.21?? MY SOUL IS FINALLY HAPPY

  • @ReReik
    @ReReik 4 дня назад +18

    I don’t know if anyone’s already mentioned this but I’m loving that in-game player model! It looks so cool!! :D

    • @infernalstudiosMC
      @infernalstudiosMC  4 дня назад +2

      Thank you!! :D I'm very proud of it!

    • @ReReik
      @ReReik 3 дня назад +1

      No problem! it came out great and it was a pleasure to see!!

  • @jonstrunonbro1169
    @jonstrunonbro1169 3 дня назад +6

    eh kinda mixed on these. however, you are right in that movement definitely needs to be refreshed. i hope mojang considers adding a few additions from parcool like clinging on cliffs, crawling, the fast run which enables cat leaping, and vaulting. IMO these are all mc need for such an update, with major tweaking of course.

  • @ultrafun2227
    @ultrafun2227 3 дня назад +2

    Dashing, wall jumping... you know we already have that? 1.21 added an item, known as wind charge, which is basically rocket jumping. Traversing with wind charges is very fun, it's a easy-to-learn hard-to-master mechanic, and it fits in Minecraft much better than wall jumping, or dashes or double jump.
    The problem is that obtaining them currently is quite tedious. You have to find a village, trade with cartographer, and you'll have a 50% chance they will sell a Trial Explorer map. Then you have to go there, beat the Trial Chambers, and build some sort of infrastructure so that it is easier to come back later. And all you get is 2-3 breeze spawners, each giving 4-5 breeze rods on average every 30 minutes.
    So, what I suggest is to add breezes to more structures to make wind charges easier to obtain. Maybe a wind temple, or a smaller, more frequent version of Trial Chambers, or something else. They wouldn't have anything else from Trial Chambers, only breezes.

  • @ocks_dev_vlogs
    @ocks_dev_vlogs 3 дня назад +8

    I like the ideas here, and I think they would be fun, however I disagree with every single movement change proposed.
    On Dashing: Minecraft does not need a combat roll, plain and simple. Nothing in the game requires a quick burst of movement to get away from, with most things being able to easily be dodged (yes, even creepers). So while it would be fun to do, it would have no practical combat purpose. How about in PVP then? While it could make pvp interesting, I imagine having an ability that lets you disengage with an enemy at a moments notice would make combat centered about how well you can roll-then-hit or hit-then-roll. If two players face each other down, whoever dashes first loses because the first person's dash would be on cooldown while the other could use it to easily escape/engage at will. How about non-combat, purely traversal usage? Well, it would become rolling too. The video shows the dash able to send the player, especially if they are in the air, many blocks forward incredibly fast with no downside, meaning now you would just be dashing literally everywhere you go because it would be faster than just sprint jumping. Horses already didn't need land competition if they were meant to be the ideal movement for land travel, and this seems to act in direct competition with it. Also, this would make most parkour entirely about dashing, since it lets you go so much further, which kind of ruins all the uniqueness there. Overall rating: bad idea.
    On wall jumping: This one just seems kinda useless. Minecraft has no instant way to turn like in a 2d game, so the crutch used in this was to allow you to sneak on the side of a wall for a split second to turn around and then jump (just thinking of doing that on a controller or mobile seems horrendous), meaning the method of interaction with this movement is clunky and not smooth to use. Even putting aside the bad user interfacing, Minecraft has no need to let players scale things. The whole point of the game is to make/build things, so if you need to get somewhere, make some stairs, or a ladder, or get an elytra, or use a bubble column, or a wind charge, or one of so many means of traversal. If you add an ability which trivializes scaling heights, so many of minecraft's things lose part of their meaning. Why make ladders in your house if you can just wall jump up to the next floor. Why make stairs up a mountain when you can just crawl up like a spider. Why use wind charge to go higher when you can just wall jump. (side note, the proposed enchantment which removes the modicum of skill required to wall jump, ie changing walls, makes this idea so much worse). I cant really think of a good use of this movement other than maybe in parkour, but even then, its kinda limited. All I can see from this is a reduction in the value of other vertical travel means, so this one is a bad idea rating from me chief.
    On double jumping: This one is not nearly as bad as wall jumping, and I actually kind of like this one. My only problem is it seems a bit *too* lenient in how much you can use it and its one restriction is really stupid. Being able to jump two blocks up is very useful, and as far as I can tell, would be a good addition overall in both the use of parkour, combat, and overall gameplay. The only thing I don't like is how much you can use it and the random restriction you gave it. If you miss that 30 tick window, and nothing happens when you press the space bar, that would feel awful as a player because you would have no feedback to know when you can/cant double jump. Knowing when you can jump normally is easy. Are you on a block? then yes. Are you not a block? then no. But needing players to keep track of an invisible timer (and having a UI timer/indicator wont really help) feels awful because there is no "physical" change to the player to let them intuitavly know when they can/cannot double jump. But going back to what I mean about being able to use this too much, I am unsure how I feel about letting players just use it whenever they jump normally. On one hand, it would be really useful and likely pretty fun to be able to jump a second block, but on the other, it could make some other things feel worse by comparison. If a decent horse can jump 2 blocks high after a charge, but the player can also jump two blocks high whenever, it kinda just makes horse jumping majorly inferior, meaning some stuff would have to be changed to fix this. Overall rating for this one: alright, but needs a lot of work.
    On Grappling Hook: No. Just no. Worst possible idea I have ever seen. This has all the problems of everything else but combined to form a whole new level of garbage. Trivializes vertical movement, is much faster than just sprinting, requires almost no skill, and trashes on everything else. You thought elytra+firework was bad? Get a load of this. I am not even going to argue on this one here because, yes it would be fun to use, for all of like an hour, and then you would realize you wouldn't want to use anything other than this as movement ever again. Overall: worst idea in this video by far.

    • @autisticbluesloth5244
      @autisticbluesloth5244 3 дня назад +1

      Yea I have a modded 1.12.2 instance with grappling hook mod (i only play amplified worlds in this instance) and it makes moving around so trivial. I can literally climb a giant spire that goes to world height in like a minute or less. My base on top of a giant spire doesn't have any stairs or whatever to get to it because I just use the grapple hook. It is fun to use but in vanilla minecraft it would make everything else pointless.

  • @mcsmartass8306
    @mcsmartass8306 3 дня назад +8

    i can't remember the dude's name but that one guy who made those videos about how to fix minecraft (and also predicted the whole nether update) suggested adding similar combat movement to dying light, like the dashing and vaulting over enemies so that you can control the crowd. I also think that ropes should be integrated as something you can throw and swing on indiana-jones style, it would add some really interesting movement techs and make traversing mountains really fun without destroying the base game's ham-fisted approach to getting from a-b.

    • @GoodWitchKirby
      @GoodWitchKirby 3 дня назад

      Yeah I remember watching that! Still don't remember what the video was called or who made it however.

  • @galdoug8918
    @galdoug8918 4 дня назад +4

    The double jump should not be based on the ticks spent, but when you start falling. As in it only doesn't work when the playes vertical moment is negative.
    This would let it work with a jump boost potion, and would also perhaps let you do cool tricks with the wind charge?

  • @spidergameryt4557
    @spidergameryt4557 День назад +2

    Surprised he mentioned sonic 2 and megaman X in a Minecraft video

  • @OP_INDACHAT
    @OP_INDACHAT 4 дня назад +9

    That faces in the premier are gonna haunt me fr, and that model of horse too
    btw love your vids

  • @mahdhdkkagsjs9700
    @mahdhdkkagsjs9700 4 дня назад +9

    doesnt air dashing across pits make the camel obsolete the camel can do the same thing

    • @nitrogames1435
      @nitrogames1435 3 дня назад +5

      Isn’t the camel already kind of obsolete?

    • @Kutomi1
      @Kutomi1 3 дня назад

      There's camels?

    • @huntmoped
      @huntmoped 3 дня назад

      There's camels? I thought there was only giraffes.

    • @EmperorPenguin1217
      @EmperorPenguin1217 3 дня назад +3

      Camels were already obsolete when horses were added like a decade prior

  • @Agostonhal
    @Agostonhal 5 дней назад +23

    I desperately want to make a datapack improving movement

    • @sourpatchkid0232
      @sourpatchkid0232 4 дня назад +3

      You can do it trust💯

    • @Agostonhal
      @Agostonhal 4 дня назад +2

      @@sourpatchkid0232 lol nah i know nothing about coding or datapacks

    • @sourpatchkid0232
      @sourpatchkid0232 4 дня назад +2

      @@Agostonhal he has a vid on making data packs.

    • @namebutworse
      @namebutworse 4 дня назад +1

      ​@@sourpatchkid0232 watching a video about it doesnt mean you can do it

    • @sourpatchkid0232
      @sourpatchkid0232 4 дня назад +1

      @@namebutworse you just gotta believe🙏🙏

  • @gaminggeckos4388
    @gaminggeckos4388 4 дня назад +3

    7:12 You can already flee the Warden incredibly easily just by sneak sprinting. That's right, if you start sprinting and then press shift, you will STILL continue sprinting while sneaking! And you can still add jumping to go even faster, like normal sprinting. No swift sneak enchantment required! Just make sure that you jump and then start sprinting and then start sneaking, just so you don't make noise when you first start.

    • @infernalstudiosMC
      @infernalstudiosMC  4 дня назад

      Cheesing the Warden is a whole video on it's own I could make HAHA

    • @gaminggeckos4388
      @gaminggeckos4388 4 дня назад

      @@infernalstudiosMC Sneak sprinting is the best imo because it doesn’t require any items at all and works super quickly

  • @EmperorPenguin1217
    @EmperorPenguin1217 4 дня назад +4

    I think Minecraft in general would benefit a lot from design choices similar to TF2. I don't really agree with putting most of the movement options on the base player.
    I can definitely see crawling, by trying to sprint while you're sneaking
    For a bash attack I think that should be a shield-type item dropped by the Hovering Inferno if that was a boss, would work similar to Demoman's Chargin' Targe.
    Grappling hooks should be made from crab claws, a crossbow and a chain. When you're not using it for movement you can place blocks way farther away like the claw originally intended. They'd work like the grappling hooks in the MANN-Power mode

  • @Dodger8
    @Dodger8 4 дня назад +3

    You Should've used Celeste as an example :(the best movement based game ever)

    • @infernalstudiosMC
      @infernalstudiosMC  4 дня назад +1

      I gooootta play it someday... But the suggestions fit that game fairly well, right? Dashing and Wall-Jumping? :D

    • @galdoug8918
      @galdoug8918 4 дня назад

      ​@@infernalstudiosMC honestly yeah, you already have celeste covered.

  • @ongewarner5219
    @ongewarner5219 20 часов назад +1

    I think that you should add stamina as a key feature sprinting wold Diane stamina over time and it would passively re generate but when you run out you wold have to wait for it to fully regenerate this adds balance to movement like dashing would take up your hole bar as like a git out of jail card but later you can get boots that decrease the stamina for dashing now you can do it twice and how about adding more movement items like wingers or jump boots they give you dubble jumps at the cost of stamina and same with wall jumping it should be limited to an item like climbing claws and wold take stamina you shouldn’t make upgrades that increase max stamina just make items or armor that are more efficient perhaps you can add energy potions that give infinite stamina for some time but cose you to take longer to recharge and during and rember during that time you can’t sprint maby sheld blocks or powerful attacks could use up stamina

  • @Kutomi1
    @Kutomi1 3 дня назад +1

    5:55 I've been using Parcool for a few months now in my vanilla+ modpack and it's worked fine for the most part. I set crawl to C, dodge to Left Alt and basically everything else to right click. The only thing I don't really like about the mod is its walljump implementation, but you can disable any feature you want in the in-game config.

  • @GunnerL-g2e
    @GunnerL-g2e 3 дня назад +1

    The main problem is the movement system would need to be improved from the basics first before moving on to more complicated movement sets.
    Another issue is making different movement sets work across all plateforms, which may require various items/enchantments or a procedure approach for button input, and specific player-environment conditions being required.
    For wall-jumping an example could be when you jump up and attempt to jump again. An item could then be added that lets you remain on the wall, for this as well.
    For crawling it could be sneaking while interacting (example of interacting: opening a door or crafting table) with the ground, using your hand.

  • @daviesjustine7670
    @daviesjustine7670 4 дня назад +4

    i can see how it would be very fun, but i think there's a very small chance mojang will add these sorts of things as it seems like a huge change compared to the old movement, and many people will be upset. i think its great if all of these are put into a mod or modpack though. would be a great time with friends

  • @joaquinginestet4813
    @joaquinginestet4813 3 дня назад +1

    The double jump could be the wind charge, but needs another form of stacking so you can use a larger amount before recharging. like ten stacks.

  • @ozzy_animations17
    @ozzy_animations17 3 дня назад +2

    i feel like players should be able to jump two blocks and scaling one block should just be natural.

  • @MoonLmao
    @MoonLmao 3 дня назад +2

    i got a panic attack when i heard the chemical plant music
    that flooding staircase section scarred me

  • @RedKingMTX
    @RedKingMTX 3 дня назад +1

    I like how the double jump was animated

  • @AidanBueling
    @AidanBueling 3 дня назад +3

    Me, a modded minecraft player: *laughs in enchancement*

  • @batrix123
    @batrix123 3 дня назад +1

    i think it would be cool if the wall jump, instead of being something you can just do, it would be like a climbing pick-axe that if you click LMB mid-air and while facing a will, you would gain the ability to jump back up. this will of course still give fall damage if you hook onto a wall while falling.

  • @virajl5754
    @virajl5754 4 дня назад +2

    4:16 is literally Shield of Cthulu from terraria. On that note: I want a shield of Cthulu in minecraft

  • @galdoug8918
    @galdoug8918 4 дня назад +1

    Hollow Knight is also grid based, perhaps Minecraft could borrow something form that?
    Silksong looks even more movement heavy from the trailers, so maybe something to look into?

  • @theodoregabranth1800
    @theodoregabranth1800 4 дня назад +3

    Minecraft's Movement Problem essentially arises from its ridiculous scaling, 1 block is 1 metercube: It means taking a step up and making a full vertical jump is the same. Therefore any vertical exploration is a problem... but it is a nuisance rather than a challenge as you can just stack blocks underneath.
    The scaling is a problem for horizontal too: It limits scale of fullness you can use. Well okey, this is actually kinda imposes a certain aesthetic coherance for artificial build you do, something older and simpler minecraft versions definitely benefit from, but as the features creep in by passing time it really strains things when you try to use them in a small scale.
    This also limits natural features and aesthetics. It's very hard to make "new" biomes (at least varied biomes) without clutter hurting your eyes. Its double funny when you consider Mojang's new(?) attitude of environmentalism(?).
    (Noooo, you can't kill turtle to get their shell! You need to wait until they shed theirs(!?). We can't add fireflies because they actaully are poisonous to frogs 😔)

    • @ocks_dev_vlogs
      @ocks_dev_vlogs 3 дня назад +1

      its more acurate to scale blocks based on their relation to the player. Although a meter is a nice unit of measurement, it has literally zero meaning in the digital world. If each block was conically one centimeter cubed, the game would be entirely unaffected because real world measurements have no bearing in the digital space. If I make a video game and define the player character to be 10km tall, even tho they are just a normal guy, who is going to stop me and what would it matter? Point being, idk what you are talking about.

    • @theodoregabranth1800
      @theodoregabranth1800 3 дня назад

      @@ocks_dev_vlogs I kinda addressed it by saying taking a step and a full blown Olympic jump is pretty much the same.

    • @theodoregabranth1800
      @theodoregabranth1800 3 дня назад

      Btw I think if Minecraft 2 is ever to come out, it's main feature will be making blocks smaller compared to players and such.
      It's both easy and impactful enough for a new release. If Mojang is feisty enough they could implement cubic chunks too!

    • @ocks_dev_vlogs
      @ocks_dev_vlogs 3 дня назад

      @@theodoregabranth1800 uhhhh, you never mentioned an Olympic jump, and no they are not. You can only step up 0.6 blocks in Minecraft at a time (if I remember the exact number correctly), meaning by your strange logic it would be 60cm, and I believe you jump around 1.1 or 1.2 blocks high, so 110-120cm, meaning they are not the same. Also, I highly doubt a Minecraft 2 would release in our lifetime given the current team’s pace of feature implementation (like spending many months on a biome re-skin, a few block re-skins, and a new mob).

    • @theodoregabranth1800
      @theodoregabranth1800 3 дня назад

      @@ocks_dev_vlogs Obviously you are incapable making few leaps (heh) of logic here. Also you assume Minecraft 2 is dependant on Mojang's speed of implementation. No, it's whenever the Moneywell of Minecraft starts to dry and Microsoft decides it's time to start fracking.

  • @autisticbluesloth5244
    @autisticbluesloth5244 3 дня назад +1

    Double jumping should be an effect (like eating an item) and dashing should be an item like the wind charge. If a grappling hook were to ever be implemented then it should be a one time use consumable like windcharge too.

  • @zathegame
    @zathegame 4 дня назад +1

    my opinion on how to improve minecraft movement : make the player's speed not get multiplied by 0.90 every tick (yes this is a thing) and add air strafing

  • @aperson8604
    @aperson8604 День назад

    there's a wall jump mod for 1.6.4 that makes you instantly jump off the wall facing the other direction when you press the wall jump key. It also comes with options like letting you use the jump key for wall jumps, a blacklist for blocks to be unwalljumpable, or setting the amount of walljumps you can to do either 10 [fixed], 3 [limited], or unlimited [unlimited].

  • @antflam7473
    @antflam7473 3 дня назад +1

    When I saw movement update, I sort of imagined less clunkier controls, making the movement smoother while also having it be "Minecraft-like" if you know what I mean. While the movement displayed here would drastically change the game, you could argue that it would fit with Steve being a skilled survivalist, but then Steve is also seen as just some guy you use to explore the world. Either way, its still a really cool video. New sub for you.

  • @StarBeam500
    @StarBeam500 3 дня назад +1

    I think maybe some moves like the double jump could be accessed by something like a pair of boots with wings, so you have to sacrifice a bit of armor for movement.

  • @theflippynet
    @theflippynet 3 дня назад +1

    Great video! Because I’m not a smart person I’m only going to talk about the first move you proposed:
    I 100% agree that dashing should be added to the game. I have this dash addon installed in my survival world and it’s crazy how just one ability makes combat so much more fun. Although a dash isn’t really needed *right now*, Adding one would allow Mojang to make enemies with more interesting attacks, heck maybe even let them change existing ones. (I REALLY hate how most melee mob attacks are instantaneous without any startup at all)
    That being said, I agree with other commenters’ points that the player shouldn’t innately have these abilities. But instead of getting them as regular enchantments in a table, I’d rather if you had to *earn* them from special challenges. Dash boots as a reward from a parkour temple structure? A potion ingredient from spider caves that allows you to wall jump? That sort of thing

    • @infernalstudiosMC
      @infernalstudiosMC  3 дня назад

      Thanks a ton!! :D
      Woah, I LOVE the idea of ability-specific trials to earn the new ability, that's such a cool idea!! Would love to see someone put that together someday...

  • @JAYbePRINCE
    @JAYbePRINCE 4 дня назад +2

    Tbh i feel like a far simpler way of implementing both the dash and the jump would be to make it just one key, that upon activation doubles your current momentum but only being usable after about half a second and only being usable once before touching the ground.
    By doubling your momentum this key would allow for a skillful bost to speed since using it in the ground would basically imitate the effects of sprint-jumping, and using it in the air would allow for crossing far larger distances if one has good timing.
    For example:
    Using it and jumping at the same time would allow for some sort of super jump(big vertical boost).
    Using it on the peak of a jump would allow for a very precise horizontal boost(big horizontal boost).
    Using it on free fall would make crit-ing a far faster and more skilled task as it allows for immediate control of player movement after a crit while making it harder to land one in the first place(PvP improvement).
    Using it while having elitras would be impossible btw, cuz no one needs elitras to be faster that what they are.

  • @ben_bun
    @ben_bun 3 дня назад +1

    I absolutely love the animation put into this video! The new model rocks so hard

    • @infernalstudiosMC
      @infernalstudiosMC  2 дня назад

      Thank you Ben!! :D Yeah, I'm really proud of them both!

  • @IamGG0
    @IamGG0 2 часа назад +1

    I think the parcool and grappling hook mod does this the best.

  • @rav3nston3
    @rav3nston3 5 дней назад +3

    i'm hopin' this video covers how Sluggish player movement feels because of how much drag you have in the air.... i'm excited!!!!!1
    edit: i see this was just about the movement moveset, but good video anyway 👍

    • @rav3nston3
      @rav3nston3 4 дня назад

      also genuinely, i've got a map that's all aBout movement, like it's for playing *tag*, and i've done some things that have made movement Significantly better for me and less.... boring.....
      1: the elytra only lasts 50 seconds and regenerates on the ground (also the only fireworks on the map are either as short as physically possible or EXTREMELY RARE and are as long as physically possible- longer than 50 seconds lmao-, for funsies)
      2: i increased the base movement speed AND added a *sprint meter* that slowly increases as you sprint and as it increases you go faster (also you can't run out of sprint, very important to note)
      2b: also the sprint meter gives you jump boost when you crouch because heehoo mario 2 crouch jump heehehe
      3: *cancelling fall damage by crouching within 1 second of hitting the ground*, because the map is in adventure mode (and i suck at bucket clutching) it's just easier to have a means to cancel fall damage without an item
      4: fall damage, running into walls while gliding, and some other stuff Have Reduced Damage because those things kill Way too fast without armor (and armor is too obtrusive i want people to See other players's skins)
      5: you can step up full blocks (this can be toggled off by crouching)
      bonus 6: also i added a few custom items/changed item behaviors for movement purposes, like a cloud that launches you into the air, a moon rock that reduces gravity in a radius, chorus fruit teleporting you WAY far out (and also they can be cooked into ender pearls)
      but yeah, i think the biggest thing that would make movement better in a Huge way is just, letting players change how dang fast you lose ALL speed in the air. i should not need to be doing practically frame perfect elytra reactivations just to keep normal sprinting speed in the air

  • @astrunkman6988
    @astrunkman6988 3 дня назад +1

    I think that these ideas are pretty good, but i don't think the player should just be able to level up and gain these abilities
    It should be obtained from certain enchantments or certain accessories or potions etc etc.

  • @ma3allim23
    @ma3allim23 2 дня назад +1

    I good example of good movement is ultrakill having the ability to dash slide and wall jump not to mention that you can mix movement up

  • @jaydenyoung9809
    @jaydenyoung9809 День назад +2

    I LOVE MEGAMAN X (look at my name)
    You wouldn’t believe my shock when you decided to base it off of the X1 movement style💀

  • @MarioMario-vy4bi
    @MarioMario-vy4bi 3 дня назад +1

    At first I thought this was a terrible idea, but then I realized this is just Terraria's movement system but in 3D. Dash is Cthulu shield, double jump is cloud in a bottle, wall jump is tiger climbing gear, and grapple hooks are in terraria. This could work but the mobs need to be much stronger and have better mobility so that the player actually has a challenge, and the terrain needs to be a bit more extreme in some places. Zombies should also be able to dash, and spiders should be faster and be able to jump and climb ceilings. Skeletons should be more accurate and maybe even do a bit more damage. Also the movement abilities need to be unlockables and not something the player has by default.

  • @tonutboi5945
    @tonutboi5945 3 дня назад +1

    Some of these would make amazing enchantments, like dash or wall jump on pants or boots, or the bash on shields kinda like Brig in overwatch

  • @grind-v3s
    @grind-v3s 3 дня назад +1

    Is that hair from armorers workshop?

  • @probablytim
    @probablytim 3 дня назад +1

    I dunno. A dash or even a double jump just seems out of place for Minecraft. I don't think we really need a quick response movement option, especially when we have the ability to mutate the world around us with building in combat and exploration. At most, maybe a sidehop like seen in Ocarina of Time could be neat, but even that seems a little redundant.
    Wallclimbing could be an interesting idea though, especially with the bigger caves. Something akin to the Tiger Climbing Gear from Terraria that lets you descend slowly or gradually jump up walls or smaller hills.
    If I had to guess what would come out next, it'd probably be a grapple hook. The Lashing Potato from the last April fools was really fun to play with and added verticality without feeling too out of place. Nice video though, it's fun to think about this sorta stuff!
    (Also yes please to the crawl button!)

  • @VladdyDaddy45
    @VladdyDaddy45 3 дня назад +1

    i think minecraft needs a movement/transportation update, but not in the way you may think.
    minecraft's main thing is having simple mechanics that allow for deep and complicated systems, and the design of items needs to encourage that. is moving around like this fun? i have no doubts about it. but is it *minecraft*? no. while mojang continues to add more and more shallow content with little purpose or reason to actually go out to seek it, all we can do is think of how it can be better.
    first order of business: the movement needs to conserve more momentum. i dont think that we need something as deep and complicated as source engine movement, but as the current movement is, we might as well be trudging through oil. allowing the player to conserve much more lateral momentum would encourage players to build boost pads with redstone, and trust me, one thing always leads to another, so this would most likely spark intrinsic motivation to not just build boost pads, but to build them everywhere, connecting their towns, or if they don't want something so complicated, minecarts. minecarts, in my opinion, could be balanced by adding modifiers to speed based on the block the rails are on. gravel gives a 2x boost, copper gives a 3x boost, and copper and gravel right on top of each other gives a 4x boost. this would fix the problem of minecarts being slow, give copper an actual use, and all of this without lobotomizing the redstone community (again, because god knows they need one update where mojang doesnt spit on them), and then might let them compete with the next one: elytras.
    as of right now, elytras are overpowered as shit. overshadowing literally every form of transport. they completely miss the entire point of minecraft: building, and actively encourages you not to build. me personally, they should only be viable for short trips and vertical movement, not for everything. which is why I propose that the lateral speed of elytras are nerfed into shreds, and that fireworks can only give you a vertical boost, not lateral.

  • @funnypeashootercreature
    @funnypeashootercreature 4 дня назад +2

    i feel like there are some heavy issues with these systems, them being bound to the player by default will make it into a sprint issue from b1.8, of mobs not being accommodated with it and making them much easier to avoid, while putting it on enchantments would make them such a must have they would become mending part 2, making librarian villagers even more exploitative and broken than ever before.
    the dash could be reworked into being a new alt-fire for the trident, as others and i find it very lame the way its implemented right now, plus it would make it much more desirable to have one around for movement rather than offence, plus it has the benefits of less early drowned deaths. the double jump could be reworked into a potion effect, which mixing it with jump boost it would grant fall damage immunity, so you could leap around mountains and holes easily with no much issues, plus it would give the leaping potion some use. and for wall jumping, maybe it could be implemented into the weaving potion, so you can wall jump and spawn cobwebs when hit, making it much more enticing to use it. now for crawling, its pretty simple, on hold: just tap then tap-hold for it to activate, and on toggle, just simply double tap, making it also easier to include it for mobile and console. for the grappling hook its just as simple as making the velocity capped at the player's default running speed, so its fast enough to flee from minor danger, but slow enough to not get severe fall damage, escape major threats nor fully fly around like a trimpping demoknight.
    im in the consensus that minecraft's features are (for the most part) pretty good, however pretty underbaked or poorly implemented, those ideas while fun, but can be pretty overpowered if only made for short term 'fun' instead of looking at the core of the game and its other features, which also goes for fan ideas, your concept is really fun and very cool, but knowing where and how to implement them is the key for any feature to be fun on paper and on execution, keep the good work!

    • @infernalstudiosMC
      @infernalstudiosMC  4 дня назад +1

      Really enjoy the idea of the dash being integrated into the Trident ooo... I'd for sure implement more mobs that accommodate these movement changes too, of course, but that's a video for another time >:D

  • @Rick-diculous
    @Rick-diculous 2 дня назад +1

    This guy likes his classics

  • @ReReik
    @ReReik 4 дня назад +1

    5:49 Cliff grabbing (or edge of block grabbing) could also be a neat feature to go in tandem with the new movements! It could serve as a quick means of clearing two block height jumps at the cost of having to lift yourself first and it could allow for some mercy when dealing with areas you could easily fall off of or bridging!

  • @mustiosrs
    @mustiosrs 3 дня назад +1

    The 2 games I play mostly are Apex Legends and Minecraft and I can't even begin to recall the amount of times I tried sliding, slide jumping, climbing walls, wall bouncing or bunny hopping in my worlds.. This is even before you get into the stuff that obviously isn't possible in Minecraft such as jump pads, zip line superjumps etc but I would like at least *something*
    I subbed just because you brought this up - Parcool is a nice mod but I feel like it does a little too much and doesn't integrate with vanilla too well

    • @infernalstudiosMC
      @infernalstudiosMC  3 дня назад

      Thank you so much! :D I thought it was worth the acknowledgement
      and I totally get you - 3D games have so much potential for fun movement. The Wind Charge is a great step towards doing stuff like that, but it could do so much more still too!

  • @aliasfakename-mf2jh
    @aliasfakename-mf2jh День назад +1

    4:07 airdashing and bonking enemies is going to make my Celeste Map so much easier

  • @AntonXCMlite
    @AntonXCMlite 2 дня назад +1

    I use parcool mod. It adds a lot of movement actions like wall running and jumping, jumping over fences and saltos. Sad it wasnt updated to 1.21

  • @sopersmosh5296
    @sopersmosh5296 4 дня назад +1

    parcool has been a mod i used in any modpack its so good. it can be sorta inbalanced sure but once you get a nice flow you feel like your flying around the world.

  • @auden5236
    @auden5236 3 дня назад

    I think one of the main issues with this idea is that it changes the fundamentals of Minecraft, and alienates a large portion of it’s players.
    Beta 1.7.3 players generally do not like new versions because of two reasons: hunger and running. Running completely changed how we explore, navigate, and combat mobs, and this will be even more dramatic. Not only will we be further removing ourselves from Beta movement, but also removing ourselves from the types of movement we’ve had for 13 years now, with thousands of parkour and adventure maps becoming completely outdated.
    So much of the fan base already feels alienated by the shift in tone seen in Minecraft, and I think this would be the straw on the camel’s back for many.

  • @Batman-1939
    @Batman-1939 3 дня назад

    I think a mod I've seen called "Parcool" would be the best movement update IN MY OPINION. Would be a really cool and neat fit to the game.

  • @biznestelch2941
    @biznestelch2941 4 дня назад

    Using items to balance it out, they gave the perfect movement item to be used for items. The breeze ball

  • @sol_ARG
    @sol_ARG 4 дня назад +1

    awesome video as always! and some really cute custom art assets this time around too, can't get enough of 'em.
    weirdly enough, i think toggleable crouching is probably the most controversial proposition of this entire video. technical/escapist mcyters _love_ their obscure crouch glitches and i can't help but feel like some would be a little sad to see that soft skill floor removed.

  • @zacki102
    @zacki102 4 дня назад +1

    I just want a single dash mod to have a good control scheme. IDK like make the dash work with splatoon squid roll rules (you need a bit of momentum before dashing and have to to it in a somewhat different direction, giving you some Armor but not completely negating damage. You can chain them together a few times but normally you can only get a few off before you don't have enough speed again.
    Like its usefull for turning and hopping around but you can also accidentally fling yourself off an edge or leave yourself prone as you stay in the air for a bit. No cooldowns tho, cooldowns are boring, make it work like something else. It would be useful as a quick backstep, (it only flings you so far)
    also dashing is a cool enchantment condition, not as in "this enchantment buffs the roll's speed" but in a "enchantment will do xyz when you dash, on a short cooldown" or "bonus damage within1.5 seconds of a dash" like the dynamo enchantment
    walljumping feels like a bit of an elytra solution to me, so I'd limit it to being more of a wall... bounce? so kicking off of a surface is an actual commitment and probably require some horizontal momentum, (its more like wallrunning than an actual wall jump). You'd do it just but pressing space and a movement button in a different direction, with the amount of vertical height and the speed of the kick off diminishing as you do multiple) (you can't scale up a wall this way but you can get over a 2 block ledge) some surfaces would be better or worse for walljumping so you could player-proof builds by using specific materials. dirt is easy to kick off of, stone is a bit harder, with cobble being back to easy again, and most smooth surfaces being really bad for it giving you little height. Like sand just says no to wall jumping.
    I like the idea of grappling hooks but I'd like if they were like actual grappling hooks. Like a Windwaker grappling hook that's just a rope with a hook on the end which just like wall jumping the hook needs an actually rough surface to get hooked onto. and it would have a... loyalty-like cooldown after throwing the hook as you pull the rope back. You can climb up sheer cliffs if the top has something to latch onto (I think it would be neat if you could always hook onto dripstone spikes but they would fall after a few seconds. Also it would be funny if you could kill mobs by beating them over the head with the hook not cause it's like a sharp blade but it's just a giant chunk of metal which is hitting them in the face. This is the same part of me that wants to be able to throw a brick at mobs as a sluggish and bad but technically effective improvised weapon
    Oh and also the rope can break under certain circumstances and you have to fix it (if can find the hook which breaks off where it was hooked) (also no the hook isn't in some super secret single greenhouse using the shell of beetles because nobody in the world thought of a hook on a rope other than this one guy 3000 blocks away) If anything you can get the recipe from a villager or wandering trader, or mine loot or something. They break if you're hanging onto something for too long so you can't just perpetually suspend yourself in the air and can probably get shot at or cut by other players or the odd skeleton (though it would need an amount of damage done so you can't break it with like a single un-charged arrow, the thing also needs to be sharp so no mace rope cutting)
    also let me throw items when I drop them. Like hold q and build up force so I can absolutely HYUCK a rock across the room to mess with the warden or just to get rid of that rock.

    • @zacki102
      @zacki102 4 дня назад +1

      oh and like grabbing onto a ledge and pulling yourself up if the block isn't like glass or ice or something

  • @dylhouse259
    @dylhouse259 3 дня назад

    I think making crawling toggleable would be a good update, but otherwise I would say none of these changes should be added. Terrain in minecraft is balanced around not building, if you’re smart about it you can scale any mountain without placing blocks and that’s intentional. Also, adding rolls and dashes and wall jumps takes away from the pace of exploration. I think the fact that it takes time to scale mountains and a lot of effort mining and placing blocks to get out of caves is part of the fun (pretend elytras don’t exist).

  • @sawedoffs
    @sawedoffs 2 дня назад +1

    can we add rocket jumping and trimping to minecraft too

  • @pineapplesauce2718
    @pineapplesauce2718 4 дня назад

    Imo, this, weather, crop farming, and mob animations are some of the only things I feel could use an update to nowadays.
    (Also, to explain my thoughts regarding weather; the Simple Clouds mod is what I hope for. As for crops, crops growing faster or slower depending on the biome, and more fruit)

  • @Daybroken
    @Daybroken 4 дня назад +5

    While the ideas you propose are interesting, I personally think don't think they fit Minecraft. It's supposed to be a simple game, not many controls to confuse you with how they work or distract you from the world you now inhabit and explore. Slowly discovering the landscape of your world is much more interesting when you aren't pummelling through it with a dash.
    Besides, Minecraft thrives when you use the mechanics of the game to your advantage. For example, a lot of the things you point out as issues in the video can be rather trivial by just carrying a water bucket. Trying to scale a wall? Place water and climb your way to the top. Needing to quickly crawl into a 1 block space? Place water or a trapdoor and get in easily.
    To me, Minecraft's movement is perfect in it's simplicity and easy to understand nature but also it's overall usability in any situation. And with the use of the game's items, you can find your own preferred way to traverse.
    TLDR: Fun ideas, but they don't work for Minecraft. And the movement is already perfect anyway. (in my opinion)

    • @infernalstudiosMC
      @infernalstudiosMC  4 дня назад

      Totally fair - I just find those elements of the game more tedious than interesting for the most part. Mods that add a key-bind for Crawling are popular for a reason, after all. Fair point on the Dash, though... I could see it being restricted to an enchantment working as a nice middle-ground.

  • @alexdacat7052
    @alexdacat7052 3 дня назад +1

    i think you should be able to slowly pull yourself up and down the grapple hook

  • @grummtheenderman1131
    @grummtheenderman1131 3 дня назад

    I actually think the movement system added by the enchancement mod does a lot and fits into the game almost perfectly.

  • @thediamondking5931
    @thediamondking5931 4 дня назад +1

    This might actually come in real minecraft soon. But Infernal always ends up taking it to the extreme quality and care

  • @fulookin6701
    @fulookin6701 4 дня назад

    They should definitely make crawling toggle-able

  • @James--.
    @James--. 2 дня назад +1

    Minecraft NEEDS a *GOOP* Update!

  • @theflippynet
    @theflippynet 3 дня назад +1

    i like your new player model

  • @mangomode4646
    @mangomode4646 4 дня назад +2

    love the divorce doodle lmao

  • @illumn8n
    @illumn8n 3 дня назад +1

    Also since he showed TF2 for some reason, minehop brings our beloved source spaghetti to minecraft, enjoy air strafing

  • @TheMrKMen
    @TheMrKMen 3 дня назад

    Grappling hooks, I think, should not be a complete replacement for ender pearls. It is better if they pull the player slowly in order to concentrate the gameplay more on swinging. By analogy with realistic mountaineering.

  • @Cakeman1
    @Cakeman1 4 дня назад +1

    Nekomaster keeps goofing around and almost dies multiple times, part ?

  • @zega155
    @zega155 3 дня назад +1

    AAAAHHH add more mobs to your enemy update mod!!

  • @jaengeims
    @jaengeims 4 дня назад

    The Roll&Stamina addon for mcpe is a great example of better mobility

  • @estoucansado981
    @estoucansado981 4 дня назад +1

    Alright you got my interest when u mentioned megaman x

  • @SlightlyCreative
    @SlightlyCreative День назад

    i think a better version of wall jumping would just be the ability to grab onto a ledge and pull yourself up, it'd feel more natural imo

  • @Huchaa
    @Huchaa 5 дней назад +2

    If this is better than parcool im gonna have SO MUCH FUN WITH IT!!

  • @lucienmc3100
    @lucienmc3100 3 дня назад +1

    I really want that in combat update

  • @actually_flick
    @actually_flick 4 дня назад +2

    I hate the word "slog."

  • @redstorm3302
    @redstorm3302 2 дня назад +1

    DRAGON BALL REFERENCES LETS GOOO

  • @ranfordigan9713
    @ranfordigan9713 4 дня назад

    If a grappling hook is added one day, I hope it works like DOOM Eternals meathook where u can grapple on enemies and either be pulled directly to them or fling off of them. Could make for some fun and interesting combat if enemies are rebalanced to work with it!

  • @brae69
    @brae69 4 дня назад

    id agree to a movement update as long as it did NOT change player movement, every other form of movement is fine to change

  • @M0mazosMissy
    @M0mazosMissy 3 дня назад

    I think they should just port the Quake physics over to Minecraft

  • @falk2024
    @falk2024 3 дня назад +1

    This Video is sponsored by Sonic the Hedgehog

  • @FieryZaneStudios
    @FieryZaneStudios 4 дня назад

    Grappling hooks could be used in caves too

  • @LordJimsworth
    @LordJimsworth 4 дня назад +1

    Why is your voice so calming

  • @greenrifleman2969
    @greenrifleman2969 4 дня назад

    While we're talking about movement in Minecraft, what are your opinions on Parcool mod?

  • @tailsthefox77
    @tailsthefox77 4 дня назад

    If you love movement, try the Parcool mod, very nice and flexible and fluid, also nice video mate. Oh wait, you beat me to it haha.

  • @Slyme_7
    @Slyme_7 22 часа назад

    Imagine the vault hunters dash plus the movement enchants from doctor4t's enchant mod

  • @OvideNantel
    @OvideNantel 3 дня назад

    In my opinion,the dash should stay on metroide style games