The Meaning of Life, the Universe, and Everything.
Join Date:
2/19/2011
Posts:
84
Member Details
I'm not sure if this should be in the suggestions, but in my opinion, the anvils should GIVE you experience for using them, and take experience only when re-naming the items. The anvils now are quite useless with the inventory/workbench repairing. The few more uses that it gives you aren't really worth experience loss. Either that or the craft-menu repairing should be removed/nerfed. Putting in a lot of iron, experience and other materials seem like a quite high price to pay just to repair a slightly damaged tool. Also, I think the repairing material cost should be equal to the crafting material cost. For example: You need 3 iron to make an iron pickaxe, so the repair should take 3 iron to repair it fully (2 iron for 2/3 etc..)
EDIT: Since people don't read the posts below, this only should apply to non-enchanted items. It only makes sense to have an XP penalty for an enchanted item, but having the penalty for a normal item, is just pointless. I've spent enough iron already making the anvil, so I don't want to give up a bunch of levels just to repair my axe.
Your idea is terrible, not paying to keep your enchantments means everyone has awesome tools which never break because they can repair them for practically nothing.
Then make it so it costs to repair enchanted items, but not the regular ones.
Just as a side note, a sword with Sharpness V and Fire II can pay for itself 3 times over(in repairs), so that means you could even start enchanting other things with the left over experience.
If you are using the anvil to repair unenchanted items, that would be a waste because you can already repair those using crafting without using experience points.
The anvil is most useful for passing on a known enchantment from an almost totally worn out tool to a new one, or combining enchantments that you can then pass on to other new tools. I haven't quite figured out how points cost is figured, because sometimes it costs 5 points, and other times 13 or 16 points.
I do agree anvils are not set up properly, but I think the problem goes much deeper. Anvils are a convoluted, and frankly crappy solution to the enchanting problem.
It would have been much easier, less resource intensive to simply allow users to select enchantments based on their level instead of having random crap show up, spending 20 minutes looking for an enchant that meets the level of experience you wish to use and not knowing what you'll get. At very least, you should be able to choose and when you take an enchant, it should be "known" after the first time picking blindly.
If you are using the anvil to repair unenchanted items, that would be a waste because you can already repair those using crafting without using experience points.
-snip-
You need 2 tools to repair into one, so I can't use a bar of iron to repair my half-broken pick before going on an expedition without wasting experience. Why do we get experience for seeing cows have sex, but not for blacksmithing? I understand that it really helps out with the whole enchantment thing, but they could just put the experience penalty on enchanted tools and leave the normal ones alone.
Your idea is terrible, not paying to keep your enchantments means everyone has awesome tools which never break because they can repair them for practically nothing.
Agree, the structure of this idea is quite loose, and it would be some-what cheating.
Agree, the structure of this idea is quite loose, and it would be some-what cheating.
If you read a few posts down, you'd see that this idea only applies to non-enchanted tools. The experience loss is only logical for the enchanted tools, but why do non-enchanted ones have to suffer from the same penalty?
If you read a few posts down, you'd see that this idea only applies to non-enchanted tools. The experience loss is only logical for the enchanted tools, but why do non-enchanted ones have to suffer from the same penalty?
I agree with this. I just started a hardcore survival game a day ago. I got excited because I finally got enough iron to make an anvil (to test out). I took my almost broken diamond pickaxe (non enchanted) and slapped it in there. 3 diamond doesnt even fully repair it! you need 4 diamond just to fully repair it. You might as well just make a whole new one. It makes no sense. I'm sure this becomes more useful once you have enchantments on it, but right now the anvil was just a waste of iron.
I agree with this. I just started a hardcore survival game a day ago. I got excited because I finally got enough iron to make an anvil (to test out). I took my almost broken diamond pickaxe (non enchanted) and slapped it in there. 3 diamond doesnt even fully repair it! you need 4 diamond just to fully repair it. You might as well just make a whole new one. It makes no sense. I'm sure this becomes more useful once you have enchantments on it, but right now the anvil was just a waste of iron.
For now I'm just using it as a decoration :3
I must admit, it does look pretty awesome and could be a great addition to a dwarven style home. It's a shame it's so useless...
Its a balance thing. if you could repair your tools and armor for nothing then you would never need to mine anything again after your first tools/armor.
Its a balance thing. if you could repair your tools and armor for nothing then you would never need to mine anything again after your first tools/armor.
I'm not sure if this should be in the suggestions, but in my opinion, the anvils should GIVE you experience for using them, and take experience only when re-naming the items. The anvils now are quite useless with the inventory/workbench repairing. The few more uses that it gives you aren't really worth experience loss. Either that or the craft-menu repairing should be removed/nerfed. Putting in a lot of iron, experience and other materials seem like a quite high price to pay just to repair a slightly damaged tool. Also, I think the repairing material cost should be equal to the crafting material cost. For example: You need 3 iron to make an iron pickaxe, so the repair should take 3 iron to repair it fully (2 iron for 2/3 etc..)
I've done quite a bit of testing, and if you use it to combine lower-level enchantments, you will, in general, save a lot of experience. For example, in my test world it took me 53 levels (IIRC) to combine Protection I armor into a named Protection IV armor. That was 8 levels for the eight Protection I armor I needed to combine, 3 for discards, 7 for the name, and all the rest were the costs of combining on the Anvil. If I were to enchant at level 30 (effectively 48 levels since above level 16, level gain isn't linear), you'd only have an 18% chance of getting Protection IV. You're more likely to get to Protection III or one of the specialized resistance armors.
IOW, for the cost of 53 levels, you're guaranteed a Protection IV armor, which on average would cost about 240 levels worth of XP.
So the Anvil, when used strategically, saves far more XP than it costs. Especially when you factor in the fact that named items are not subject to the level creep cost of resource repairs.
Giving XP for the use of anvils would be outright unbalanced.
That'd be nice, but then what's the point in spending XP to use them... I think if you were using an anvil - you'd have no problem with getting XP.
Well, I made my anvil quite a while before I got the enchanting table, so it stood there useless for a while, since I didn't have the experience to actively use it.
I've done quite a bit of testing, and if you use it to combine lower-level enchantments, you will, in general, save a lot of experience. For example, in my test world it took me 53 levels (IIRC) to combine Protection I armor into a named Protection IV armor. That was 8 levels for the eight Protection I armor I needed to combine, 3 for discards, 7 for the name, and all the rest were the costs of combining on the Anvil. If I were to enchant at level 30 (effectively 48 levels since above level 16, level gain isn't linear), you'd only have an 18% chance of getting Protection IV. You're more likely to get to Protection III or one of the specialized resistance armors.
IOW, for the cost of 53 levels, you're guaranteed a Protection IV armor, which on average would cost about 240 levels worth of XP.
So the Anvil, when used strategically, saves far more XP than it costs. Especially when you factor in the fact that named items are not subject to the level creep cost of resource repairs.
Giving XP for the use of anvils would be outright unbalanced.
When will people learn to read the rest of the posts on here!? The penalty for enchanted items should be the same. I'm talking about non-enchanted items. It makes no sense having an XP penalty for items that have nothing to do with enchanting. Why doesn't then the furnace or the workbench eat up levels?
EDIT: Since people don't read the posts below, this only should apply to non-enchanted items. It only makes sense to have an XP penalty for an enchanted item, but having the penalty for a normal item, is just pointless. I've spent enough iron already making the anvil, so I don't want to give up a bunch of levels just to repair my axe.
Then make it so it costs to repair enchanted items, but not the regular ones.
Yeah, I guess. It's just really cool hearing that *tink* sound like the one in Oblivion, that makes you feel like a bad-ass dwarf blacksmith.
The anvil is most useful for passing on a known enchantment from an almost totally worn out tool to a new one, or combining enchantments that you can then pass on to other new tools. I haven't quite figured out how points cost is figured, because sometimes it costs 5 points, and other times 13 or 16 points.
It would have been much easier, less resource intensive to simply allow users to select enchantments based on their level instead of having random crap show up, spending 20 minutes looking for an enchant that meets the level of experience you wish to use and not knowing what you'll get. At very least, you should be able to choose and when you take an enchant, it should be "known" after the first time picking blindly.
You need 2 tools to repair into one, so I can't use a bar of iron to repair my half-broken pick before going on an expedition without wasting experience. Why do we get experience for seeing cows have sex, but not for blacksmithing? I understand that it really helps out with the whole enchantment thing, but they could just put the experience penalty on enchanted tools and leave the normal ones alone.
Agree, the structure of this idea is quite loose, and it would be some-what cheating.
If you read a few posts down, you'd see that this idea only applies to non-enchanted tools. The experience loss is only logical for the enchanted tools, but why do non-enchanted ones have to suffer from the same penalty?
I agree with this. I just started a hardcore survival game a day ago. I got excited because I finally got enough iron to make an anvil (to test out). I took my almost broken diamond pickaxe (non enchanted) and slapped it in there. 3 diamond doesnt even fully repair it! you need 4 diamond just to fully repair it. You might as well just make a whole new one. It makes no sense. I'm sure this becomes more useful once you have enchantments on it, but right now the anvil was just a waste of iron.
For now I'm just using it as a decoration :3
I must admit, it does look pretty awesome and could be a great addition to a dwarven style home. It's a shame it's so useless...
It would be a bit weird to whack a diamond pickaxe 'till it's good as new, don't you think?
What the hell are you talking about?
I've done quite a bit of testing, and if you use it to combine lower-level enchantments, you will, in general, save a lot of experience. For example, in my test world it took me 53 levels (IIRC) to combine Protection I armor into a named Protection IV armor. That was 8 levels for the eight Protection I armor I needed to combine, 3 for discards, 7 for the name, and all the rest were the costs of combining on the Anvil. If I were to enchant at level 30 (effectively 48 levels since above level 16, level gain isn't linear), you'd only have an 18% chance of getting Protection IV. You're more likely to get to Protection III or one of the specialized resistance armors.
IOW, for the cost of 53 levels, you're guaranteed a Protection IV armor, which on average would cost about 240 levels worth of XP.
So the Anvil, when used strategically, saves far more XP than it costs. Especially when you factor in the fact that named items are not subject to the level creep cost of resource repairs.
Giving XP for the use of anvils would be outright unbalanced.
Well, I made my anvil quite a while before I got the enchanting table, so it stood there useless for a while, since I didn't have the experience to actively use it.
When will people learn to read the rest of the posts on here!? The penalty for enchanted items should be the same. I'm talking about non-enchanted items. It makes no sense having an XP penalty for items that have nothing to do with enchanting. Why doesn't then the furnace or the workbench eat up levels?