The Anvil is evidently supposed to be an endgame item that's expensive to use and maintain. If iron is so plentiful that no one can think of uses for it and that using an entire stack to craft an item is cheap, that's not good balance by any means.
Yes it would, actually, since that pocket money will need to be constantly re-used when the anvil breaks. That makes it moderate, not really cheap. This gives use to the excess iron you probably only use several times, especially if you've got a diamond pick.
You would need to first enchant the diamond picks, which, considering the experience cost and random nature of enchanting, would be expensive and time-consuming.
You would then need to craft an Anvil, and collect more experience for the task of combining all of the picks. Then, repairing the resulting pick in the future results in diminishing returns with the experience cost, since it increases each time.
If a stack of iron is considered metaphorical pocket change for endgame players, then it's not a good balancing mechanic to begin with and therefore has little reason to exist. In that case, I'd rather see the cost for repairing tools increased rather than having the Anvil break over time.
Oh yes, it's expensive. There's no doubt about that. I'm already enchanting the picks and other things as it is, so I dont really consider that bit a problem. I'd do that wether the anvil was there or not.
Anyway, if it WASNT expensive, it would be dramatically overpowered. And really, even EARLY game, a stack of iron is still..... easy to get. I usually end up with about one and a half to two full stacks of the stuff after a proper cave run, and that's regardless of how early in a particular world I might be. And hell, I'm usually NOT after iron specifically; I just grab it as I go. I tend to be after other materials like diamonds or gold or lapis. That's why I think the iron cost, specifically, is pretty easily dealt with. It's definitely the XP costs that need to be expensive for this to work without shattering the game balance, and that part is done correctly, so.... aint gonna get any complaints from me
I already understand all of this. My post clearly stated it's number of uses and the XP required for names, not repairing or combining.
But since you bring this up, an issue with this is that I'd be much more inclined to just spend those levels on just enchanting a new, full-level pickaxe rather than combining and repairing existing ones. I've spent much less XP and resources now.
Again though, that depends on the player or the situation.
A good example that I have in my world: I need absolutely stupid amounts of dirt for a particular project that I'm doing. Something like a huge floating island with a mansion on it. To properly make such a thing in the way I see it, I need stacks upon stacks upon stacks of dirt for such a huge thing.
To this end, I got a diamond shovel with a high efficiency enchantment on it. The thing is pretty crazy; it can wreck entire stacks of dirt in about two seconds, if that. But of course, this means it breaks down fast.
I still need this shovel, because I dont have even close to enough dirt yet, and a normal diamond shovel mines dirt at an incredibly, absurdly slow pace compared to the special one. I could make another diamond shovel and enchant it..... but would I get that same effect again? There's a decent chance that I WOULDNT, actually. If I get the wrong kind, I gotta go through another big pile of XP gaining to do it..... and that second attempt may fail as well. As could the third. I like the enchanting system alot, but sometimes the RNG is a complete jerk. I could end up going through 150+ levels of XP (and a number of diamonds) to get the thing that I'm really after, which is something that anyone using the enchanting system often is probably familiar with.
The Anvil guarantees things, instead of leaving it up to random chance, which is part of why the price is so high. All I need to do is craft another diamond shovel, gain the specific amount of levels that the anvil wants, squash them together, and bam, I will have the exact thing that I need. It's pricey, oh yes.... but it will, in the end, probably save me great amounts of time. And when I'm done with that particular project, I can stop feeding the shovel piles of XP, and go back to using it on other things.
The Anvil sure as heck isnt made to replace the enchanting table.... likely, the table will always get more uses than the Anvil will. But the anvil offers a very powerful effect, and I think it's gonna be pretty darn nice to have it for such times when that effect is useful. Doing as much enchanting as I do, this is likely to be a block I get much use out of.
Now, I will say though: Paying 5 to whatever levels *just* to rename something does seem a little silly, I dont really get why that part is like that.... but other than that, I really like this new item.
I honestly think there should be more utility items that require solid blocks of resources like this. It limits their accessibility so that people have to put time into their world before acquiring certain options. Think of it like moving onto a new age in Age of Empires. It costs a lot and takes time to work to, but you reap the benefits with the new game options it opens up.
you make a good point, but am I the only one bothered that it takes over 6 cubic meters of solid iron to make an anvil that is less than a cubic meter in volume?
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There's a decent chance that I WOULDNT, actually. If I get the wrong kind, I gotta go through another big pile of XP gaining to do it..... and that second attempt may fail as well. As could the third. I like the enchanting system alot, but sometimes the RNG is a complete jerk. I could end up going through 150+ levels of XP (and a number of diamonds) to get the thing that I'm really after, which is something that anyone using the enchanting system often is probably familiar with.
You enchant a diamond shovel with 30 levels. I'll be kind and give it a mediocre enchantment, like unbreaking 2. You then use this until it breaks. You then make another shovel and get efficiency 2. That breaks eventually. Next shovel is unbreaking 2, efficiency 1. It breaks.
Spent: 3 diamonds. 90 levels.
Acquired: Three diamond shovels with very average enchantments for what you paid.
Now we use the anvil.
We enchant a diamond shovel with 30 levels. We get unbreaking 2. It almost breaks. You enchant a second shovel with efficiency 2. You combine the two for 33 levels. You now have unbreaking 2 and efficiency 2 on this pickaxe. you use it til it's nearly gone. You enchant a third shovel with unbreaking 2 and efficiency 1. There's no point in combining the two now as it will yield no profitable results.
Spent: 55 iron. 3 diamonds. 123 levels.
Acquired: Three diamond shovels of very average enchantments for what you need. You paid 33 levels to extend the enchantment from one tool to the other as a guarantee. You got the benefit of having unbreaking 2 on the second pickaxe. But that's also just a guaranteed buy of mediocrity, whereas if you used those 33 levels to enchant you could have gambled for much better. Not to mention it will stack in price the more you do it now.
Plus the anvil will break eventually. That's 55 more iron spent.
This is up to chance, obviously. You can enchant your pickaxes regularly and save them for combining later to get super epic pickaxes. But as I illustrated above, on the resource end it may prove beneficial otherwise. For someone like me who doesn't rely on xp/mob farms, that 34% increase in XP can be persuasive.
Now, I will say though: Paying 5 to whatever levels *just* to rename something does seem a little silly, I dont really get why that part is like that.... but other than that, I really like this new item.
Exactly. Renaming shouldn't be something reserved for people swimming in XP. But the combining and repairing definitely needs to be expensive.
The anvil is ment for people that know how to play the game. If you know how to play then the anvil's iron, level, and the tools diamonds are just peanuts.
People that don't know how to play will just have to learn. And by learn I don't me get cheats/hacks like xray. I mean learn farms, redstone, ect.
Its not a tool for people that make a new world every week either.
I still think It's a bit expensive for a tool that breaks so quickly.
Just up the durability, or lower the costs. Otherwise I will stick to new tools and my enchanting table and use the one anvil I have to try out some new traps.
I will probably try and get a mod to remove the durability loss, if one becomes available.I disagree with it, as a feature, mostly because of my anti-entropic nature.
I just can't stand things that wear down or break.
I will probably try and get a mod to remove the durability loss, if one becomes available.I disagree with it, as a feature, mostly because of my anti-entropic nature.
I just can't stand things that wear down or break.
I find this funny because one of its uses it to repair things so they don't break. If you can handle a pickaxe wearing down then I'm sure you can handle an anvil wearing down, especially because the anvil will repair your pickaxe. I don't see much use for the anvil if you don't use pickaxes because they break.
The anvil is ment for people that know how to play the game. If you know how to play then the anvil's iron, level, and the tools diamonds are just peanuts.
People that don't know how to play will just have to learn. And by learn I don't me get cheats/hacks like xray. I mean learn farms, redstone, ect.
Its not a tool for people that make a new world every week either.
I'm sorry, but no. Do everyone a favor and drop the sanctimonious attitude. Balancing or justifying any mechanic against creative mode- I mean farms is just stupid. Choosing not to use farms or NEI or EE or other cheats/exploits is point of view, not "not knowing how to play". Your idea of "fun" is not superior to mine, stop acting like it is.
Perhaps something that can be crafted together with a regular anvil to create an unbreakable version?
I've got a village that produces iron golems, and yes, I'm able to use a lot more iron as a result. Not enough that I've stopped relying on stone tools though. Given that the average spawn rate is one every five minutes, it'll be a long time before I hit the stage where I'd be happy to burn the stuff off with consumable items (most goes into rails) - if there's a way to improve on this, I'd love to hear it.
Like I said then pointed out again at the end. "renewable resources"
I never said I couldn't make an anvil.
You also said you would rarely use it, so I don't see why you're that upset about it. I agree that for requiring iron blocks it could be more durable than it currently is, but it's good enough if you only use it for making your best tools.
And iron IS renewable, you can get it from zombies and golems.
I find this funny because one of its uses it to repair things so they don't break. If you can handle a pickaxe wearing down then I'm sure you can handle an anvil wearing down, especially because the anvil will repair your pickaxe. I don't see much use for the anvil if you don't use pickaxes because they break.
I will still be using the anvil. I would just prefer for it not to wear down.
The fact that it can save a valuable pickaxe from destruction is very helpful to me.
It is odd that the anvil can break, seeing as brewing stands and enchantment tables don't - both are quite a bit cheaper to produce, too.
Well it makes sense in that anvils do wear out over time. But the thing is is that it takes such a ridiculously long amount of time.
I wouldn't mind if it was upped to 50 uses or ever 100 (or like 128). I like that it can wear out. Just not how fast.
This level cap nonsense doesn't make any sense either, if I want to spend 300 levels (or at least 99 I mean come on) on stupid boots I've had for weeks why shouldn't I be able to. As long as the price keeps increasing I don't see a need for a cap honestly.
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Don't play vanilla? You don't know **** about minecraft.
The resource usage of the anvil in terms of xp and iron seems okay to me although renaming is rather off. It doesn't feel like they really thought that one through.
My issue is the lack of cohesive design here. The anvil taking damage doesn't fit with any of the other GUI utility blocks the game has. Having the anvil take damage seems like a really cheaty way for them to balance the functionality it provides. It also feels like by doing this they are also trying to balance the over abundance of iron created from golems and zombies.
Balancing unbalanced features with a feature that doesn't really make sense is really bad game design on a fundamental level.
Its to make the best items rare and actually valuable because everything can be repaired except for the best items. So no one will eventually be running around with the best possible items and be able to keep them forever. You need to make the choice of "get and keep" good items or get the best possible but have it break eventually. Resulting in you having to remake it or get lucky from the enchanting system and get it from there.
If they where to allow you to do what ever then good enchanted items becomes the new standard items and everyone will be running with things like: sharpness 5 flame 2 looting 3 swords and fortune 3 unbreaking 3 efficiency 5 picks and flame 1 power 5 infinity 1 bows etc. Thats no fun. Thats even ignoring pve balance. If everyone uses those items then a new boss would need to be extremely powerfull to even pose some sort of threat to the player. You would also never have to use the enchanting table ever again...
Now i do have a small problem with it ATM though. Swords. More specifically, looting 3 swords. Looting 3 with sharpness 4 costs 40 levels to repair. Thats just lame IMO, sharpness 5 + looting 3 should be 39.
Thats true and I get that, but I feel like I should still be able to save up 300 levels to repair one item if I really wanted it that bad. I mean as long as the price in level increases in a fair amount (maybe even exponentially after a certain point to dissuade people) every time why isn't that balanced? Why can't people why save up huge amounts of xp to get godly equipment. I thought that was the whole idea of it being expensive.
I understand that people will just grind golems to get iron and endermen for xp and basically be cheating to get the best of the best but thats not the anvils fault. Those other problems should be fixed before limiting the anvil. The current level cap is just silly and should be raised.
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Don't play vanilla? You don't know **** about minecraft.
You also said you would rarely use it, so I don't see why you're that upset about it. I agree that for requiring iron blocks it could be more durable than it currently is, but it's good enough if you only use it for making your best tools.
And iron IS renewable, you can get it from zombies and golems.
I would rarely use it due to how much iron it takes and the fact it breaks so quickly, that is why I am upset. I would every day use it on iron items and such. Saving me iron, but that would be a bit redundant with how quickly it breaks.
I have a zombie farm, but that takes ages and I don't like standing around the spawner for a long time. I like building things and such.
I also just realized, If I can get a few zombie villagers out of the spawner and to follow me to my house. I could cure them and make a little hub in my house :3
Yes it would, actually, since that pocket money will need to be constantly re-used when the anvil breaks. That makes it moderate, not really cheap. This gives use to the excess iron you probably only use several times, especially if you've got a diamond pick.
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Oh yes, it's expensive. There's no doubt about that. I'm already enchanting the picks and other things as it is, so I dont really consider that bit a problem. I'd do that wether the anvil was there or not.
Anyway, if it WASNT expensive, it would be dramatically overpowered. And really, even EARLY game, a stack of iron is still..... easy to get. I usually end up with about one and a half to two full stacks of the stuff after a proper cave run, and that's regardless of how early in a particular world I might be. And hell, I'm usually NOT after iron specifically; I just grab it as I go. I tend to be after other materials like diamonds or gold or lapis. That's why I think the iron cost, specifically, is pretty easily dealt with. It's definitely the XP costs that need to be expensive for this to work without shattering the game balance, and that part is done correctly, so.... aint gonna get any complaints from me
Again though, that depends on the player or the situation.
A good example that I have in my world: I need absolutely stupid amounts of dirt for a particular project that I'm doing. Something like a huge floating island with a mansion on it. To properly make such a thing in the way I see it, I need stacks upon stacks upon stacks of dirt for such a huge thing.
To this end, I got a diamond shovel with a high efficiency enchantment on it. The thing is pretty crazy; it can wreck entire stacks of dirt in about two seconds, if that. But of course, this means it breaks down fast.
I still need this shovel, because I dont have even close to enough dirt yet, and a normal diamond shovel mines dirt at an incredibly, absurdly slow pace compared to the special one. I could make another diamond shovel and enchant it..... but would I get that same effect again? There's a decent chance that I WOULDNT, actually. If I get the wrong kind, I gotta go through another big pile of XP gaining to do it..... and that second attempt may fail as well. As could the third. I like the enchanting system alot, but sometimes the RNG is a complete jerk. I could end up going through 150+ levels of XP (and a number of diamonds) to get the thing that I'm really after, which is something that anyone using the enchanting system often is probably familiar with.
The Anvil guarantees things, instead of leaving it up to random chance, which is part of why the price is so high. All I need to do is craft another diamond shovel, gain the specific amount of levels that the anvil wants, squash them together, and bam, I will have the exact thing that I need. It's pricey, oh yes.... but it will, in the end, probably save me great amounts of time. And when I'm done with that particular project, I can stop feeding the shovel piles of XP, and go back to using it on other things.
The Anvil sure as heck isnt made to replace the enchanting table.... likely, the table will always get more uses than the Anvil will. But the anvil offers a very powerful effect, and I think it's gonna be pretty darn nice to have it for such times when that effect is useful. Doing as much enchanting as I do, this is likely to be a block I get much use out of.
Now, I will say though: Paying 5 to whatever levels *just* to rename something does seem a little silly, I dont really get why that part is like that.... but other than that, I really like this new item.
you make a good point, but am I the only one bothered that it takes over 6 cubic meters of solid iron to make an anvil that is less than a cubic meter in volume?
You enchant a diamond shovel with 30 levels. I'll be kind and give it a mediocre enchantment, like unbreaking 2. You then use this until it breaks. You then make another shovel and get efficiency 2. That breaks eventually. Next shovel is unbreaking 2, efficiency 1. It breaks.
Spent: 3 diamonds. 90 levels.
Acquired: Three diamond shovels with very average enchantments for what you paid.
Now we use the anvil.
We enchant a diamond shovel with 30 levels. We get unbreaking 2. It almost breaks. You enchant a second shovel with efficiency 2. You combine the two for 33 levels. You now have unbreaking 2 and efficiency 2 on this pickaxe. you use it til it's nearly gone. You enchant a third shovel with unbreaking 2 and efficiency 1. There's no point in combining the two now as it will yield no profitable results.
Spent: 55 iron. 3 diamonds. 123 levels.
Acquired: Three diamond shovels of very average enchantments for what you need. You paid 33 levels to extend the enchantment from one tool to the other as a guarantee. You got the benefit of having unbreaking 2 on the second pickaxe. But that's also just a guaranteed buy of mediocrity, whereas if you used those 33 levels to enchant you could have gambled for much better. Not to mention it will stack in price the more you do it now.
Plus the anvil will break eventually. That's 55 more iron spent.
This is up to chance, obviously. You can enchant your pickaxes regularly and save them for combining later to get super epic pickaxes. But as I illustrated above, on the resource end it may prove beneficial otherwise. For someone like me who doesn't rely on xp/mob farms, that 34% increase in XP can be persuasive.
Exactly. Renaming shouldn't be something reserved for people swimming in XP. But the combining and repairing definitely needs to be expensive.
People that don't know how to play will just have to learn. And by learn I don't me get cheats/hacks like xray. I mean learn farms, redstone, ect.
Its not a tool for people that make a new world every week either.
I have plenty of iron
I have an exp farm
Diamonds have never been just peanuts.
I know how to play
I don't use and have never tried xray
I know farms
I know redstone
I don't make a new world every week.
Does that cover it all?
I still think It's a bit expensive for a tool that breaks so quickly.
Just up the durability, or lower the costs. Otherwise I will stick to new tools and my enchanting table and use the one anvil I have to try out some new traps.
Now the only thing that slabs are useful for is decoration.
I just can't stand things that wear down or break.
With semi-automatic wheat farms, villager trading stations, ect. Make tons of emeralds and buy diamond tools.
I find this funny because one of its uses it to repair things so they don't break. If you can handle a pickaxe wearing down then I'm sure you can handle an anvil wearing down, especially because the anvil will repair your pickaxe. I don't see much use for the anvil if you don't use pickaxes because they break.
I've got a village that produces iron golems, and yes, I'm able to use a lot more iron as a result. Not enough that I've stopped relying on stone tools though. Given that the average spawn rate is one every five minutes, it'll be a long time before I hit the stage where I'd be happy to burn the stuff off with consumable items (most goes into rails) - if there's a way to improve on this, I'd love to hear it.
You also said you would rarely use it, so I don't see why you're that upset about it. I agree that for requiring iron blocks it could be more durable than it currently is, but it's good enough if you only use it for making your best tools.
And iron IS renewable, you can get it from zombies and golems.
I will still be using the anvil. I would just prefer for it not to wear down.
The fact that it can save a valuable pickaxe from destruction is very helpful to me.
It is odd that the anvil can break, seeing as brewing stands and enchantment tables don't - both are quite a bit cheaper to produce, too.
I wouldn't mind if it was upped to 50 uses or ever 100 (or like 128). I like that it can wear out. Just not how fast.
This level cap nonsense doesn't make any sense either, if I want to spend 300 levels (or at least 99 I mean come on) on stupid boots I've had for weeks why shouldn't I be able to. As long as the price keeps increasing I don't see a need for a cap honestly.
My issue is the lack of cohesive design here. The anvil taking damage doesn't fit with any of the other GUI utility blocks the game has. Having the anvil take damage seems like a really cheaty way for them to balance the functionality it provides. It also feels like by doing this they are also trying to balance the over abundance of iron created from golems and zombies.
Balancing unbalanced features with a feature that doesn't really make sense is really bad game design on a fundamental level.
Thats true and I get that, but I feel like I should still be able to save up 300 levels to repair one item if I really wanted it that bad. I mean as long as the price in level increases in a fair amount (maybe even exponentially after a certain point to dissuade people) every time why isn't that balanced? Why can't people why save up huge amounts of xp to get godly equipment. I thought that was the whole idea of it being expensive.
I understand that people will just grind golems to get iron and endermen for xp and basically be cheating to get the best of the best but thats not the anvils fault. Those other problems should be fixed before limiting the anvil. The current level cap is just silly and should be raised.
How is it terrible? My point was that anvils are not always necessary. My example proved that fully.
What I've seen listed was 33 levels.
I would rarely use it due to how much iron it takes and the fact it breaks so quickly, that is why I am upset. I would every day use it on iron items and such. Saving me iron, but that would be a bit redundant with how quickly it breaks.
I have a zombie farm, but that takes ages and I don't like standing around the spawner for a long time. I like building things and such.
I also just realized, If I can get a few zombie villagers out of the spawner and to follow me to my house. I could cure them and make a little hub in my house :3
Now the only thing that slabs are useful for is decoration.