So if you haven't seen the 1.11 additions at Minecon then you should know that Cursed Enchantments are going to be added.
There are two currently that we know of:
Curse of Vanishing, the item will disappear instead of dropping when you die and...
Curse of Binding, an armor curse that won't be able to be removed when equipped.
And now my own idea for one...
Curse of Rending.
Meant to be a curse counterpart of the Mending treasure enchantment. Gaining XP will deteriorate the durability of the cursed item when being held or worn.
-Edit-
I only changed it so you have to be holding it or worn because, besides being a curse and it supposed to be annoying and "un-fun", there are adventure map uses for this.
For example: you could have a leveling system where the armor pieces you wear for the map have Rending, Binding, and an NBT tag that lowers your Max Health. So gaining enough XP would break the armor and "upgrade" your health.
Another aspect I could add to Rending is if the cursed item can ONLY lose durability from XP. What do you think?
I think losing durability wouldn't really add much other than being un-fun. Avoiding XP orbs would be too bothersome, so you just end up with an item that shreds itself into pieces.
Speaking of that though, maybe instead have Rending very slowly deteriorate the item (and prevent repairs/mending from affecting it, or maybe that'd fit another curse instead). That way, it's still a tool that loses durability without use, but in more fair manner than picking up essential resources (which, by the way, have pretty large pickup ranges, which can make it tough to avoid).
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I love it. This is one of the best curse ideas I have seen yet. I loved the curse enchantments ever sense I saw them live at minecon! And I love the name of the curse: rending. It's an actual word! However, as others have stated, rending should slowly deteriorate the item, as having a item's durability go down quickly while you go around getting XP would not be very fun. It's ok if you were already thinking this, but we as the viewers of this suggestion didn't know, so it would be cool if you add it to your suggestion, as well as other info like how much durability would this curse take away from a item at a time.
Because I love the idea, but it has some downsides, I will mostly support
I think losing durability wouldn't really add much other than being un-fun. Avoiding XP orbs would be too bothersome, so you just end up with an item that shreds itself into pieces.
Speaking of that though, maybe instead have Rending very slowly deteriorate the item (and prevent repairs/mending from affecting it, or maybe that'd fit another curse instead). That way, it's still a tool that loses durability without use, but in more fair manner than picking up essential resources (which, by the way, have pretty large pickup ranges, which can make it tough to avoid).
I have to agree with this. If it just breaks down faster from use, I would like the idea better. It losing durability because you did one of the dozen things that give XP that don't use the item would just be annoying, and not add anything really to gameplay.
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I think losing durability wouldn't really add much other than being un-fun. Avoiding XP orbs would be too bothersome, so you just end up with an item that shreds itself into pieces.
Speaking of that though, maybe instead have Rending very slowly deteriorate the item (and prevent repairs/mending from affecting it, or maybe that'd fit another curse instead). That way, it's still a tool that loses durability without use, but in more fair manner than picking up essential resources (which, by the way, have pretty large pickup ranges, which can make it tough to avoid).
Hmm... never really thought of that... I am going to edit my comment now.
Given that there's no real point in using Cursed items, why not add one more to the pile? I'll just throw it in lava like the rest. And if a mapmaker wants to use it, well okay then.
Given that there's no real point in using Cursed items, why not add one more to the pile? I'll just throw it in lava like the rest. And if a mapmaker wants to use it, well okay then.
Vanishing can be useful in PVP if you don't want someone else to pickup your item.
Um, what if I just unequip my armor and throw out the tool when I want to collect xp? I mean, not that bad of an idea, but think about that. For now, no support.
You could throw out the Vanishing cursed item before dying as well, the item is the one that's cursed not the player so it makes sense to be able to avoid the curse by not having it.
Personally I don't like those curses too much. If it's limited to loot chest treasure items, then yeah ok fine. But when I enchant say an item, I definitely don't want to get a curse! Even enchanting books, yes you have " complete warning" of the enchants, sure. the thing is., enchanting that book cost me as much mana (errr... I mean XP +Lapis) as if I enchanted the item directly. And all those other useful enchants on the cursed book, stay unusable without accepting the cursed enchant. Which bsasically means it's another wasted enchant.
Basically, the more "choices" of curse enchants we have, the more odds of wasting one enchant cycle. So *NO* to adding any more of these curses!
The only way I'd accept it is if:
#1 - Your own player-made enchants are never cursed.
or
#2 - "Curse" is a specific enchant category that happens relatively rarely, especially when making your own enchants. Wether we have two or ten different existing various curses, the odds "weight" of getting a cursed enchant is counted only once, and THEN the specific curse is rolled.
Otherwise, super-mega-NO to adding any more curses.
Heck, even for random loot, what we get, it's often crappy enough.
In an case, Rending shouldn't be XP-linked. Binding is armor-only, so I'd make Rending weapon-only, and could simply work as an anti-unbreaking of sorts: each weapomuse you do would simply wear out some durability. For example, quadruple normal. Thus, if you use a sword to hack a tree, which is normally double durability spent, these penalties would stack, and you'd have double x quadruple = 8 durability spent.
Basically, you have a cool item which you CAN repair (contrary to vanishing), but it really doesn't last long.
Personally, I find the idea of these curses a bit boring. I'd rather mechanics get added in-game to make exploring and opening loot chests MORE rewarding. We can currently progress in the game really really fast, after a mere few hours of playing, any player worth his salt can easily reach enchanted diamond stuff. IMHO not being able to craft/enchant the overpowered stuff so soon would be preferable. For example, when enchanting diamond stuff, you need a special reagent that you can find only in loot chests. Thus, FINDING an enchanted diamond item, even if "cursed", would still be cool. But currently apart from the first few hours of play, when I open a loot chest 99% of the time I usually get a feeling more along the lines of "Meh I have already tons of everything in there". So nerfing that loot even more won't help any.
Cool for those that love these curses. Personally I think the game impact is as big as if example they had added another Tall Grass block, that is absolutely identical to the Tall Grass we have now, except for it being 1 pixel smaller.
I never specified my preference, I gave you an example of how to get around the Vanishing enchantment with no real context(I didn't even specify dying in combat, I can't really fight for my life if I'm falling off a cliff). You gave a way around the one I suggested so I gave one for a curse that already in the game and explain why that is.
By your logic then your dumb enough to throw your weapon or armor on the ground to get XP, leaving yourself wide open for an attack.
Even though the that Curses are supposed to be bad, numerous curses are beneficial. So, here is a list of possible Curses that could be implemented.
1: A Curse that applies a "Bleeding" effect that will cause you to take extra damage when hit.
a.k.a. Curse of Bleeding
2: A Curse that when applied to a weapon sword/bow, will steal a health from whatever got hit. (Could have multiple levels) Level 1 would be a Half Heart.
a.k.a. Curse of Vampirism
3: A Curse that when an entity is struck it applies a random effect onto that entity...Just hope it isn't strength ;).
I haven't came up with a name for this one yet.
I know it's a short list, but tell me what y'all think.
1 and 3 are decent but 2 isn't even a Curse. That is basically a strength buff, there is no downside.
Curses aren't beneficial, that's the entire point of a Curse! Your idea of a Curse seems to be mixed up with dark magic or something. Magic with negative connotation like health stealing doesn't make it a Curse.
3 is a gamble since there are, as far as I know, more buffs than debuffs. How about Curse of Fortune?
That Is a nice name but I was thinking something more negative.
Since like you said There are more Buffs then Debuffs, and since your appling the "Buff/Debuff" to a mob which is trying to kill you.
And Curses are meant to be harmfull to whoever uses them, but some curses can be helpful based on how they are used.
My second one can be used, but it just needs a downside, so since you are the one to bring it to attention, why not think of a disadvantage that can be applied to it.
You could throw out the Vanishing cursed item before dying as well, the item is the one that's cursed not the player so it makes sense to be able to avoid the curse by not having it.
Honestly, to me this is just annoying. The other two kind of have a silver lining and a fun challenge aspect like: "Oh, I better not die or I'll lose this forever!" so you take extra precautions at all times; or if the enchantment on a piece of armor is really good but has curse of binding, it would be worth it to wear it but now it's stuck on you. This doesn't have that, it just adds extra maintenance.
So if you haven't seen the 1.11 additions at Minecon then you should know that Cursed Enchantments are going to be added.
There are two currently that we know of:
Curse of Vanishing, the item will disappear instead of dropping when you die and...
Curse of Binding, an armor curse that won't be able to be removed when equipped.
And now my own idea for one...
Curse of Rending.
Meant to be a curse counterpart of the Mending treasure enchantment. Gaining XP will deteriorate the durability of the cursed item when being held or worn.
-Edit-
I only changed it so you have to be holding it or worn because, besides being a curse and it supposed to be annoying and "un-fun", there are adventure map uses for this.
For example: you could have a leveling system where the armor pieces you wear for the map have Rending, Binding, and an NBT tag that lowers your Max Health. So gaining enough XP would break the armor and "upgrade" your health.
Another aspect I could add to Rending is if the cursed item can ONLY lose durability from XP. What do you think?
That would be a very very cursed feature! If they DO add them then I'll just throw it away xD
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I think losing durability wouldn't really add much other than being un-fun. Avoiding XP orbs would be too bothersome, so you just end up with an item that shreds itself into pieces.
Speaking of that though, maybe instead have Rending very slowly deteriorate the item (and prevent repairs/mending from affecting it, or maybe that'd fit another curse instead). That way, it's still a tool that loses durability without use, but in more fair manner than picking up essential resources (which, by the way, have pretty large pickup ranges, which can make it tough to avoid).
I love it. This is one of the best curse ideas I have seen yet. I loved the curse enchantments ever sense I saw them live at minecon! And I love the name of the curse: rending. It's an actual word! However, as others have stated, rending should slowly deteriorate the item, as having a item's durability go down quickly while you go around getting XP would not be very fun. It's ok if you were already thinking this, but we as the viewers of this suggestion didn't know, so it would be cool if you add it to your suggestion, as well as other info like how much durability would this curse take away from a item at a time.
Because I love the idea, but it has some downsides, I will mostly support
I have to agree with this. If it just breaks down faster from use, I would like the idea better. It losing durability because you did one of the dozen things that give XP that don't use the item would just be annoying, and not add anything really to gameplay.
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Hmm... never really thought of that... I am going to edit my comment now.
Given that there's no real point in using Cursed items, why not add one more to the pile? I'll just throw it in lava like the rest. And if a mapmaker wants to use it, well okay then.
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Vanishing can be useful in PVP if you don't want someone else to pickup your item.
As for the suggestion itself, I support it.
Maybe, but then you also have to be careful not to die at any other time.
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I think there should be a weight curse, it wouldn't give you slowness but it would make you slightly slower when durability gets used
Um, what if I just unequip my armor and throw out the tool when I want to collect xp? I mean, not that bad of an idea, but think about that. For now, no support.
You could throw out the Vanishing cursed item before dying as well, the item is the one that's cursed not the player so it makes sense to be able to avoid the curse by not having it.
You seriously would try and throw out that item instead of fighting for your life? Wow.
Personally I don't like those curses too much. If it's limited to loot chest treasure items, then yeah ok fine. But when I enchant say an item, I definitely don't want to get a curse! Even enchanting books, yes you have " complete warning" of the enchants, sure. the thing is., enchanting that book cost me as much mana (errr... I mean XP +Lapis) as if I enchanted the item directly. And all those other useful enchants on the cursed book, stay unusable without accepting the cursed enchant. Which bsasically means it's another wasted enchant.
Basically, the more "choices" of curse enchants we have, the more odds of wasting one enchant cycle. So *NO* to adding any more of these curses!
The only way I'd accept it is if:
#1 - Your own player-made enchants are never cursed.
or
#2 - "Curse" is a specific enchant category that happens relatively rarely, especially when making your own enchants. Wether we have two or ten different existing various curses, the odds "weight" of getting a cursed enchant is counted only once, and THEN the specific curse is rolled.
Otherwise, super-mega-NO to adding any more curses.
Heck, even for random loot, what we get, it's often crappy enough.
In an case, Rending shouldn't be XP-linked. Binding is armor-only, so I'd make Rending weapon-only, and could simply work as an anti-unbreaking of sorts: each weapomuse you do would simply wear out some durability. For example, quadruple normal. Thus, if you use a sword to hack a tree, which is normally double durability spent, these penalties would stack, and you'd have double x quadruple = 8 durability spent.
Basically, you have a cool item which you CAN repair (contrary to vanishing), but it really doesn't last long.
Personally, I find the idea of these curses a bit boring. I'd rather mechanics get added in-game to make exploring and opening loot chests MORE rewarding. We can currently progress in the game really really fast, after a mere few hours of playing, any player worth his salt can easily reach enchanted diamond stuff. IMHO not being able to craft/enchant the overpowered stuff so soon would be preferable. For example, when enchanting diamond stuff, you need a special reagent that you can find only in loot chests. Thus, FINDING an enchanted diamond item, even if "cursed", would still be cool. But currently apart from the first few hours of play, when I open a loot chest 99% of the time I usually get a feeling more along the lines of "Meh I have already tons of everything in there". So nerfing that loot even more won't help any.
Cool for those that love these curses. Personally I think the game impact is as big as if example they had added another Tall Grass block, that is absolutely identical to the Tall Grass we have now, except for it being 1 pixel smaller.
I never specified my preference, I gave you an example of how to get around the Vanishing enchantment with no real context(I didn't even specify dying in combat, I can't really fight for my life if I'm falling off a cliff). You gave a way around the one I suggested so I gave one for a curse that already in the game and explain why that is.
By your logic then your dumb enough to throw your weapon or armor on the ground to get XP, leaving yourself wide open for an attack.
Even though the that Curses are supposed to be bad, numerous curses are beneficial. So, here is a list of possible Curses that could be implemented.
1: A Curse that applies a "Bleeding" effect that will cause you to take extra damage when hit.
a.k.a. Curse of Bleeding
2: A Curse that when applied to a weapon sword/bow, will steal a health from whatever got hit. (Could have multiple levels) Level 1 would be a Half Heart.
a.k.a. Curse of Vampirism
3: A Curse that when an entity is struck it applies a random effect onto that entity...Just hope it isn't strength ;).
I haven't came up with a name for this one yet.
I know it's a short list, but tell me what y'all think.
1 and 3 are decent but 2 isn't even a Curse. That is basically a strength buff, there is no downside.
Curses aren't beneficial, that's the entire point of a Curse! Your idea of a Curse seems to be mixed up with dark magic or something. Magic with negative connotation like health stealing doesn't make it a Curse.
3 is a gamble since there are, as far as I know, more buffs than debuffs. How about Curse of Fortune?
That Is a nice name but I was thinking something more negative.
Since like you said There are more Buffs then Debuffs, and since your appling the "Buff/Debuff" to a mob which is trying to kill you.
And Curses are meant to be harmfull to whoever uses them, but some curses can be helpful based on how they are used.
My second one can be used, but it just needs a downside, so since you are the one to bring it to attention, why not think of a disadvantage that can be applied to it.
Instead of "Curse of Rending", it could be called "Lava Pit Fuel", because I'm not walking around with a weapon like that.
I just... What's the appeal of this idea..?
Honestly, to me this is just annoying. The other two kind of have a silver lining and a fun challenge aspect like: "Oh, I better not die or I'll lose this forever!" so you take extra precautions at all times; or if the enchantment on a piece of armor is really good but has curse of binding, it would be worth it to wear it but now it's stuck on you. This doesn't have that, it just adds extra maintenance.
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