Are people still complaining saying its unbalanced? For god's sake it costs almost 15 levels just to rename it. Also there are millions of limitations to what you can combine, and yet again there is a level cap for enchantments, OMG! You pay 60 levels or so for a Efficiency V pick that costed only 50 before? SO OP! People need to quit complaining, and realize how completely balanced this is! I mean seriously, you can't even combine a efficiency and unbreaking pick with a fortune pick, it is one or the other. If this is OP then you people have very high standards, want that thrill from the game? Then go enchantless on hardcore. You don't have to use it. And if you are playing SMP, realize they put limitations on this for a reason. They also release these things on snap-shots for a reason, so they can be tested and nerfed/fixed before the full update. And even then this still isn't OP. In fact its actually a really cool and new concept for minecraft. Okay, done ranting on people that belly ache and complain saying its OP when in reality it is actually a lot more then what it was before 1.3...
Atm its unbalanced because there arent any really hard challenges in minecraft yet (simply said its still a unfinished but awesome game). Once those are here that will be fixed.
Technically it is a finished product, even if it is being developed still. Now the current version isn't a finished product. But Minecraft was officially released in November of 2011, making it itself a finished product. This is basically just extra icing and layers on the cake.
It still is pretty pointless. Broken iron pickaxe --> Iron Pickaxe = Repaired? why not just KEEP them both. I WILL MAKE A MOD FOR THIS!!!! PS: Maybe except the enchanting part.
Actually the entire "point" to this is the combine enchantments and rename feature. Other wise you can repair items normally.
I implemented something very similar; as part of the mod Superior Enchanting
over a month ago.
I'd like to extend the repair idea, as keeping all the enchantments is a bit OP:
Rule 1: All enchantments drop by one level by default.
Rule 2: The value of the enchantment is the cost in experience orbs.
Rule 3: If a conflicting enchantment occurs on an item, and the value of that enchantment is 60% of (or 1 level less than) the original
Than the enchantment with the higher value is kept
Examples:
Rule 4: If a rare and expensive enchantment is consumed in the process (e.g. silk touch/fortune).
Than all other enchantments retain their level.
E.g.
[quote]Flame I & Punch I + Power IV and Infinity ----> Flame 1, Punch I, Power IV [quote]
I'd be happy to give my source code to Mojang,
if appropriate credit is given.
You do realize that conflicting enchantments do nothing extra, and also can not happen on the anvil, too many people made too many assumptions.
You do realize that conflicting enchantments do nothing extra, and also can not happen on the anvil, too many people made too many assumptions.
I know.
I merely suggested (amongst other things) that combining items with conflicting would cause the enchantment with the lower value to be consumed.
That would allow for more flexibility in the system.
Having said that, I'm very glad that the developers at Mojang, are planning a repair system. It's something that I've personally wanted for quite a long time.
I know.
I merely suggested (amongst other things) that combining items with conflicting would cause the enchantment with the lower value to be consumed.
That would allow for more flexibility in the system.
Having said that, I'm very glad that the developers at Mojang, are planning a repair system. It's something that I've personally wanted for quite a long time.
Well I am very glad you did know this at least. It is a pretty cool idea, but I prefer the if it doesn't do anything good then it won't do anything thing about it. :I If that makes any sense.
It still is pretty pointless. Broken iron pickaxe --> Iron Pickaxe = Repaired? why not just KEEP them both. I WILL MAKE A MOD FOR THIS!!!! PS: Maybe except the enchanting part.
That's not the way that repairing works, either before or after this update.
Before:
Half-used iron pickaxe + more-than-half used iron pickaxe -> New iron pickaxe.
Now:
Half-used (or mostly-used) iron pickaxe with enchantments + new iron pickaxe + experience levels -> New iron pickaxe with the same enchantments.
If you can't see why either of those would be beneficial... then yes its useless to you. But it's useful to most everybody else.
I think the anvil is a bit nerfed because you need 55! iron ingots to craft and it takes damage. I think it needs to only use iron ingots or not take damage
I think the anvil is a bit nerfed because you need 55! iron ingots to craft and it takes damage. I think it needs to only use iron ingots or not take damage
Pretty much my thoughts. Iron is un-renewable without golem farming. And since that kind of farming (mob grinding) is (i believe) discouraged, its weird to assume players would have that much iron laying around on a renewable basis.
Infact most make sense way for repair will be use The Anvil mod way: use for repair main raw material (stone/stell/etc) as second item. Then this will look as real repair instead strange 2 similar items combine.
Pretty much my thoughts. Iron is un-renewable without golem farming. And since that kind of farming (mob grinding) is (i believe) discouraged, its weird to assume players would have that much iron laying around on a renewable basis.
I guess it depends on how many uses it gets.
Actually, Iron Ingots are a rare drop from Zombies. Also, they last a long time for their price (unless you use them in cannons), it's the EXP cost that brings the nerfs into play.
Also (not talking to you here, zenny), no one complained about the old 1.9 (well, technically 1.0) repairing method (which is still in, BTW), so why complain about an improved version?
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I have no idea what to put here, nor do I have any idea what to make my profile pic. Ideas welcome, I suppose. Now satisfy my like *****ing hogging self and give me a little rep, please and thank you?
Also, after 1.4 could you guys focus more on Mod API?
Technically it is a finished product, even if it is being developed still. Now the current version isn't a finished product. But Minecraft was officially released in November of 2011, making it itself a finished product. This is basically just extra icing and layers on the cake.
Actually the entire "point" to this is the combine enchantments and rename feature. Other wise you can repair items normally.
You do realize that conflicting enchantments do nothing extra, and also can not happen on the anvil, too many people made too many assumptions.
I know.
I merely suggested (amongst other things) that combining items with conflicting would cause the enchantment with the lower value to be consumed.
That would allow for more flexibility in the system.
Having said that, I'm very glad that the developers at Mojang, are planning a repair system. It's something that I've personally wanted for quite a long time.
http://www.cognitiveforge.com/
Well I am very glad you did know this at least. It is a pretty cool idea, but I prefer the if it doesn't do anything good then it won't do anything thing about it. :I If that makes any sense.
That's not the way that repairing works, either before or after this update.
Before:
Half-used iron pickaxe + more-than-half used iron pickaxe -> New iron pickaxe.
Now:
Half-used (or mostly-used) iron pickaxe with enchantments + new iron pickaxe + experience levels -> New iron pickaxe with the same enchantments.
If you can't see why either of those would be beneficial... then yes its useless to you. But it's useful to most everybody else.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Pretty much my thoughts. Iron is un-renewable without golem farming. And since that kind of farming (mob grinding) is (i believe) discouraged, its weird to assume players would have that much iron laying around on a renewable basis.
I guess it depends on how many uses it gets.
Actually, Iron Ingots are a rare drop from Zombies. Also, they last a long time for their price (unless you use them in cannons), it's the EXP cost that brings the nerfs into play.
Also (not talking to you here, zenny), no one complained about the old 1.9 (well, technically 1.0) repairing method (which is still in, BTW), so why complain about an improved version?
*****ing hogging self and give me a little rep, please and thank you?Argentina