After listening to suggestions from our playerbase, @Winterless and @Ieso worked in the last few weeks on identifying and testing various PvP mechanics in order to analyse imbalances. With strong contributions from @Sevak, @onearmsquid, @65jes89, @TheComputerGeek2 and @CS_Birb we are finally able to publish the results of this analysis:
Yes! Invisibility potions! Starting with the next server restart after this post, players will be able to brew and use invisibility potions in-game for the next two weeks. During this two week trial, the Game Department will observe and gather feedback from the community to decide if we are going to fully implement invisibility potions going forward, and, if so, in which form. The potion is currently not combat tagged and cannot be crafted in a workbench. During this trial, it can be brewed (again, not crafted--brewed!) by adding a fermented spider eye to a Nightvision potion. Please note that armour and weapons will still be visible while under the effect of the invisibility potion, and if you are hit by arrows, those will be visible as well.
Our PvPers will also be busy testing this new feature themselves, so please address all complaints, observations, or suggestions in regard to the new potions to Sephite via Forum Conversations, or on discord at Sephite#0367.
Please also use this poll to share your opinion and suggestions with us! [click here]
Taming: Taming was identified as “broken” as wolves can cause extremely high level of damage (due to unarmed traits!), are able to cause bleed, heal from poison potions, and can heal on attack.
Suggestion: The suggested changes were to either lower the damage the wolves are dealing, to reduce their health or to remove their fire resistance and poison healing.
Implemented: We decided for now to lower the damage reduction of Thickfur to 0.8x Damage inflicted rather than the previous 0.5x. We are looking into the impact of this change before discussing any further changes, if necessary. This means that Wolves will now take 60% more damage than before (where Thickfur took effect).
Regular Diamond Weapons: Some players reported that regular diamond weapons seemed to do more damage than god weapons (especially swords). This could not be reproduced and was therefore dropped from the investigation. Should any other factors come to light, this shall be re-reviewed as necessary
Diamond Pickaxes: It appeared to some players that Diamond pickaxes--specifically the “master pickaxe” variant--did far higher damage than should be expected, often able to outdamage god swords and axes. This could not be proven and was therefore dropped from the investigation. Players insisting they are still experiencing OP pickaxes should look into their traits and resistances.
Elytra/Debuffs: Even though Elytras have already been combat tagged to prevent sudden escape by air, players have still found ways to escape fights by using the elytra. Similarly, players also use them to support their grounded allies, often making a huge difference in fights.
Suggestion: It was suggested to take away fallimmune, so fighters relying on Elytras would die from the fall if shot down. However, Fallimmune is already a combat tagged trait. Another suggestion was to make the use of enderpearls impossible while wearing an Elytra. This is still being looked into. The final suggestion was to implement a whole new Elytra trait or to be able to debuff combat tag the elytra flyers.
Not implemented: We are not able to implement debuff combat tagging without creating the issue of debuffed allies causing the elytra-wearer to be combat-tagged as well, potentially creating a glitch which would cause ally versus ally combat. Unfortunately, there is currently no capacity in the Tech department to create a plugin to potentially implement some of these changes and resolve the resulting issues, but pending tech availability, this will be something considered again in the future.
Traits, saturation, buffs and debuffs are currently being discussed and tested.