This has a couple of interesting implications...I wonder if this means that skills as traditional passives won't exist? He could just be baking the skills into enchantments, so you can put together +run speed boots instead of putting experience into +run speed passively.
I think he is trying to make up for the removal of the cauldrons.
I'm thinking the potion creating whatsis will likely have a lot of the flexibility, but a different interface (and possibly a topend limit to ingredients). I think a lot of the problem with the cauldron was wasting materials and time to find something vaguely useful...which would be pretty interesting, but being able to simply google the 'best' potion mixes would be bizarro.
I'd like to have seen them tie it to the seed so each world has its own alchemy results beyond the basic combinations, but the HIT Q TO MAEK and water manipulation are just odd.
This is not for potions. That's a different thing; see Jeb's twitter for the potion table.
Anyway, where were we... I love the idea of enchantment! So many possibilities! I'm glad they're adding more things like this to the game.
Anyway, where were we... I love the idea of enchantment! So many possibilities! I'm glad they're adding more things like this to the game.
It'll be interesting to see how he keeps it random while somewhat directed. Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for. Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that? Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments. But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?
It'll be interesting to see how he keeps it random while somewhat directed. Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for. Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that? Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments. But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?
agreed, this is why I liked the potion system so much, it wasn't random, there's gotta be a way to channel some kind of result...
agreed, this is why I liked the potion system so much, it wasn't random, there's gotta be a way to channel some kind of result...
With his recent tweet, there's a few things to pull out of there. That you pick a spell means there'll be more than one, and there's a randomness to what spell creates what enchantment, but that it's a static connection.
It may be similar to the old nethack method of a spell (like ZUBZ NO MO BURSEK) always correlating to the same effect, but you don't know what that effect is until you try it: you pick ZUBZ NO MO BURSEK and you get a fiery sword, and from then on that will always give you a fiery sword.
I hope the connection between spell and effect is randomized per world to ensure people have to experiment to see what's what. Hopefully it won't be purely random.
With his recent tweet, there's a few things to pull out of there. That you pick a spell means there'll be more than one, and there's a randomness to what spell creates what enchantment, but that it's a static connection.
It may be similar to the old nethack method of a spell (like ZUBZ NO MO BURSEK) always correlating to the same effect, but you don't know what that effect is until you try it: you pick ZUBZ NO MO BURSEK and you get a fiery sword, and from then on that will always give you a fiery sword.
I hope the connection between spell and effect is randomized per world to ensure people have to experiment to see what's what. Hopefully it won't be purely random.
This I would love, with this -and- a decent potion we're crashing straight into awesome territory, not sure how I feel about random per world... I suppose I'd be fine with it so long as none of the effects can kill you haha, with potions it's another story x]
as an aside, my phone is not getting notch's tweets and this bothers me, this is a big time for minecraft and I'm nut updated the second something happens! lol
This I would love, with this -and- a decent potion we're crashing straight into awesome territory, not sure how I feel about random per world... I suppose I'd be fine with it so long as none of the effects can kill you haha, with potions it's another story x]
I mean like...lets say there are a total of 10 effects in game that you can enchant an item with. Each of them is paired to a gibberish word that is a 'spell'. There would be an experimentation factor in figuring out which 'spell' produces which effect. That experimentation factor would absolutely disappear if it was always the same (OPEN SESAME always giving you +run speed), and it would be much more pronounced than the potion system because there is so 'little' experimentation that would need to be done to pull it off.
If it's randomized per world, it would bring that experimentation back. And it wouldn't be a HUGE amount of experimentation to figure out what you're getting, assuming most of them are beneficial you'll probably want at least one of each of the beneficial ones.
Something that may be interesting is if you can enchant an item multiple times to create additional effects (like the potion system).
Ooh, I hope I get a better reaction when this comes out. :biggrin.gif: Can't wait!
(a dumb question here, but will all these items be in the real/actual 1.9 release? if not, then i'll surely have the patience to wait)
im exited about the enchaning table and all, but im more exited at what it implicates that might be coming soon. something ive been hoping for for awhile: USABLE BOOKS!
Neat!
Update 1:
Now, with picture!
Picture:
Update 2:
Update 3:
Turns out it's completely random:
in reply to @yorgle ↑
in reply to @notch ↑
in reply to @Delduwath ↑
Update 4:
Now, with second picture
I'm thinking the potion creating whatsis will likely have a lot of the flexibility, but a different interface (and possibly a topend limit to ingredients). I think a lot of the problem with the cauldron was wasting materials and time to find something vaguely useful...which would be pretty interesting, but being able to simply google the 'best' potion mixes would be bizarro.
I'd like to have seen them tie it to the seed so each world has its own alchemy results beyond the basic combinations, but the HIT Q TO MAEK and water manipulation are just odd.
Anyway, where were we... I love the idea of enchantment! So many possibilities! I'm glad they're adding more things like this to the game.
Duh :wink.gif:
It'll be interesting to see how he keeps it random while somewhat directed. Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for. Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that? Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments. But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?
QUICK! BRING ME MY SWORD OF CREEPERBANE!
It gets a result.
p'shaw...I'm going to enchant a snow golem to throw creepers instead of snowballs.
With the way 1.9 is going, I think I'd prefer a sword of Endermanbane :sad.gif:
agreed, this is why I liked the potion system so much, it wasn't random, there's gotta be a way to channel some kind of result...
With his recent tweet, there's a few things to pull out of there. That you pick a spell means there'll be more than one, and there's a randomness to what spell creates what enchantment, but that it's a static connection.
It may be similar to the old nethack method of a spell (like ZUBZ NO MO BURSEK) always correlating to the same effect, but you don't know what that effect is until you try it: you pick ZUBZ NO MO BURSEK and you get a fiery sword, and from then on that will always give you a fiery sword.
I hope the connection between spell and effect is randomized per world to ensure people have to experiment to see what's what. Hopefully it won't be purely random.
This I would love, with this -and- a decent potion we're crashing straight into awesome territory, not sure how I feel about random per world... I suppose I'd be fine with it so long as none of the effects can kill you haha, with potions it's another story x]
as an aside, my phone is not getting notch's tweets and this bothers me, this is a big time for minecraft and I'm nut updated the second something happens! lol
I mean like...lets say there are a total of 10 effects in game that you can enchant an item with. Each of them is paired to a gibberish word that is a 'spell'. There would be an experimentation factor in figuring out which 'spell' produces which effect. That experimentation factor would absolutely disappear if it was always the same (OPEN SESAME always giving you +run speed), and it would be much more pronounced than the potion system because there is so 'little' experimentation that would need to be done to pull it off.
If it's randomized per world, it would bring that experimentation back. And it wouldn't be a HUGE amount of experimentation to figure out what you're getting, assuming most of them are beneficial you'll probably want at least one of each of the beneficial ones.
Something that may be interesting is if you can enchant an item multiple times to create additional effects (like the potion system).
(a dumb question here, but will all these items be in the real/actual 1.9 release? if not, then i'll surely have the patience to wait)
= book
http://notch.tumblr.com/post/123343045/my-vision-for-survival (follow this link if you need proof)
I swear Notch comes up with the dumbest ideas.
i sure hope so! :laugh.gif:
im unsure why this quote is here...