There seems to be a system that me and my friends have.. We have fun starting a new game, our 'progression' is great and steady until we have a house made, then it's steady progression to mine to get some diamond so we can make a pickaxe to make obsidian to go to the nether so we can get some netherwart and blaze rods so we can do alchemy, and also get some enchanted books going.
Thing is.. That's usually where it stops. Normally you'd think going to the end is the next step of discovery, but there is a HUGE disconnect of progression from after the nether, to the end.. You see, there's a big dragon you need to kill.. In order to kill the big dragon, you need great armor and weaponry that's enchanted, here's where it stops hard.
Everything is planned thus far, it's all melody, we can work hard, we know what items we need, we split up we can all do our jobs.. Now we need enchantments.. It's a lottery system. You cannot plan for getting the enchantments you want. From a steady line of progression to a random chance you'll get the upgrades you need is too variable. It suddenly goes from 'we know what to do' to 'we don't even know if we'll get what we need, it's just a chance', and you don't get it within a decent amount of time, and you give up. Game is no longer fun, pacing is off.
The Solution
A fix would be to allow each enchantment to be made *somehow*, but with 100% chance. May it be with certain steps you need to accomplish, items you need to get, places you need to go (that fit within decent pacing), or whatever, but make it obtainable through effort.
In one of my other posts I mentioned changing experience points from a consumable, to a non depletable resource that increases as normal, but instead upon level, it allows you to put towards skill points.. Be it enchanter, etc. Using your hard earned experience on a lottery system to get an enchantment, feels like the game forces us to play the lottery, even though we would rather not use our hard earned mone-*ahem*-experience, for something we may not even get (mending, for example).
Conclusion
Please consider bridging the gap to fix the progression, as I'm not sure how many times my friends and I are willing to restart to get into the same situation. Minecraft survival has so much potential.
Support. Enchanting is very hit-and-miss and can be very frustrating with little reward at times. There are no other aspects of the game (except maybe creepers, but they're the logo) where randomness is so unforgiving.
[A modest iron farm (comparatively simple if you are breeding villagers) is also recommended; as are slime and blaze farms.]
Random is still random, and thus, variable. The point was being able to have end goals and being guaranteed them. Random still means a lottery system, even if it is a smaller limited set. The pacing until this point has been all determined, why make enchantments be an obstacle?
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Lyvvy
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I feel like the point of minecraft is to stay simple. Not too complex, with the different aspects open to everyone. I feel enchanting was made to be an aspect you choose. After all, Minecraft started without anything but click and place. Even though this makes the game easier, enchanting isn't required to fight the dragon, the wither, or anything. The entire enchanting system is based off luck, I feel like that's how it was made, because the chance makes it more exciting. But let's say you can make enchanting books, and the element of luck was removed from that, what about luck in mob drops, and ore? There are a lot of aspects of minecraft based of luck. I think instead of changing enchanting, you could put potion effects on weapons, armor? That way, you could buff your things (Forever!) and still have better enchantments based off luck?
I feel like the point of minecraft is to stay simple. Not too complex, with the different aspects open to everyone. I feel enchanting was made to be an aspect you choose. After all, Minecraft started without anything but click and place. Even though this makes the game easier, enchanting isn't required to fight the dragon, the wither, or anything. The entire enchanting system is based off luck, I feel like that's how it was made, because the chance makes it more exciting. But let's say you can make enchanting books, and the element of luck was removed from that, what about luck in mob drops, and ore? There are a lot of aspects of minecraft based of luck. I think instead of changing enchanting, you could put potion effects on weapons, armor? That way, you could buff your things (Forever!) and still have better enchantments based off luck?
Hello again Iyvyvylivy from my other post! haha .. So, I feel that everything 'buildy' in Minecraft always has a set amount of steps to produce something. Be it a furnace, you need 9 cobble.. Be it a torch you need a stick and some coal. Point is always know what to get to create.
Combat is not creating, it's destroying, and thus doesn't need to change because combat in other various games pretty much always produce some type of variable drops.. This is nice, because on every combat death you get a guaranteed range of XP right? At least you can look forward to that per kill, the items they drop are a bonus.
Now let's continue with your combat as an example, you *know* you could get a drop eventually, and the only thing you're wasting is a bit of time, and you're always gaining a set range of XP in the process (which helps you in other categories). Let's take enchanting books for example, you don't have a set anything you can look forward to, other than a set of possible enchantments that you may or may not get, and you're always *losing* experience on every try. It literally is like playing a lottery machine. Pop in money, you get a chance of winning, but most of the time it's losing.
Since it's building something (creating), in Minecraft it's always nice to know you can eventually get it in time.. Let's compare this to ANY other RPG that allows crafting and enchanting. There's a reason why they don't take from your experience to enchant..
I present to you: Enhancements! Taking the chance away from enchanting.
What are enhancements?
Enhancements are a new way of upgrading your tool, replacing enchanting. Whereas with enchanting you rely on chance (and lapis and XP) to get what you want, enhancing takes gems and nothing else.
How do they work?
To enhance your tool, you need an Enhancement Table (attachment 1). This is crafted just like an enchanting table, but with 3 paper repclacing the book (attatchment 2).
When opened, the table opens up a GUI with a single slot. Place your tool in the slot and more slots open up for gems to be placed in (attatchement 3).
What enhancements are there?
There are 18 enhancements in total, 2 of which can only be obtained through trading or chest loot.
In this table, T = effects on tools (pickaxe/axe/shovel/shears), W = effects on weapons (sword/axe/trident), R = effects on ranged weapons (bow/crossbow/trident), A - effects on armour and shields.
Diamond - Unbreaking - Last longer - max 5
Ruby - Haste - T Mine faster, W Swing faster, R Fire faster - max 5
Carnelian - Firey - WR Inflict fire damage, A Reduce fire damage - max 3
Topaz - Tough - WR Pierce armor, A Reduce damage - max 5
Jade - Lure - T Pull in items, WR Pull in mobs, A Increase mob spawn, F (fishing rods) Pull in fish faster - max 3
Turquoise - Aqua Affinity - T Mine faster underwater, W Swing faster underwater, R Fire faster underwater, A Swim faster, AH (Helmets) Breathe underwater - max 3
Sapphire - Sharp - WR Deal more damage, T Damage attackers - max 5
Amethyst - Luck - TWR Get more drops, A Increase chance of enemy missing - max 5
Beryl - Vitality - WR Heal by attacking, A Increase regen rate, H (hoes) Increase growth rate of crops - max 3
Rose Quartz - Range - TW Reach further, R Fire further - max 4
Agate - Disintegrate - T Destroy more at once, W Degrade armour, R Penetrate mobs, A Reduce blast damage - max 3
Amber - Shocking - WR Stun mobs (strike with lightning if stormy), A Reduce electric damage - max 3
Onyx - Decay - WR Deal wither damage, A Reduce wither damage - max 3
Moonstone - Knockback - WR Deal knockback, A Reduce knockback - max 3
Zircon - Light - WR Deal more damage against undead, A Clean harmful effects - max 3
Nether Star - Soulbound - This tool stays with you, even when you die, R Infinite ammo! - 1 level
Ancient Silk* - Silky - T Get the exact block, W Get mob heads - 1 level
Petrified Moss* - Mending - Repair itself - 1 level
All except treasure gems can be mined form Gem Ore (including diamond) (attachment 4). Gem ore spawns below layer 16, is twice as common as diamond, spawns in veins of 6-8, must be mined with a diamond pickaxe, and drops a single random gem. All gems (not counting Nether Star) can be found in chest loot and can be bought from priest villagers for 12-17 emeralds each.
How many enhancements can you put on a single tool?
Good question. Every different tier of tool has a different amount of sockets for gems.
Wood/stone tools, leather/chain armour, bows, fishing rods, shears - 3 sockets
Iron/diamond tools/armour, crossbows, tridents, shields - 4 sockets
Anything golden - 5 sockets
Yes, golden tools now have a purpose - superior enchantability.
What will happen to my god diamond _?
Don't worry, because your super-OP enchanted gear will become super-OP enhanced gear.
For example, a Fortune III Unbreaking III Efficiency V diamond pickaxe will become a Luck III Unbreaking III Haste V diamond pickaxe. You will only lose enchantments if you are over the limit (i.e. a Power V Punch V Unbreking III Infinity I Flame I bow), in which case the game removes your least-needed enchantments (ie. Punch and Flame).
Random is still random, and thus, variable. The point was being able to have end goals and being guaranteed them. Random still means a lottery system, even if it is a smaller limited set. The pacing until this point has been all determined, why make enchantments be an obstacle?
This may be a root philisophical difference:
I don't like the idea of removing all chance form the game (eg. every 20th oak leaves block drops a sapling and every 200th an apple vs. the 5% & 0.5% chance per leaf block currently used).
I do like there being multiple paths to achieving a specific goal/end with the success probability and/or cost varying between paths (eg. table/chest looting/fishing/trading for getting enchentments).
[The constrast between table and trading for enchantments can also be seen in terms of initial and marginal cost:
■ Enchanting tables and book cases are (comparatively) easy to make {and only one rig is needed}, but the marginal cost of getting a specific enchantment remains very high. Given sufficient XP, Lapis, and books/wood picks; any specific enchantment (other than the few 'treasure' ones) will eventually occur.
■ Trading for enchantments requires finding/converting at least three villagers; building a breeder; running the breeder; scanning the new villagers for 'good' trades; setting up a 'trading hall'. {Some of this steps may be skipped if one is lucky.}
Once this is done and the wanted Librarian (ie Silk Touch) is found, however, the marginal cost for Silk Touch books drops to a few stacks of produce {traded to a farmer} and a book.]
■ Industrial Fishing is intermediate; the set up is cheapest of all, but the random factor is higher than a Table and the mean time required per instance of a particular enchantment is likely highest of the three. Also, there is no decrease in marginal cost.]
§ § § § §
erictom333's ideas of allowing various enchantments to be selected by placing the proper gems in slots could be an interesting basis on which to build an enchanting sysytem, but (in relation to the OP) would not 'fix' the percieved problem as it either:
A} simply pushes the randomness a layer away from the enchanting table "Gem ore … drops a single random gem." OR
B} substitutes finding Cleric Villagers with desirable gem trades for the current system of finding Librarian Villagers with desirable book trades [which suggestion has already been declined] "All gems (not counting Nether Star) … can be bought from priest villagers for 12-17 emeralds each"
(My assumption here is that the gems are not treated as is colored wool where all shepherds have trades for all colors.)
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I have never seen any problem with how enchanting works - and I still play on 1.6.4, where you can't even see what you'll get as a guaranteed enchantment - even more notably, I do not use any sort of XP/item farm (which I see as basically cheating) - yet I consider the progression to the end-game as being fairly quick and easy. I have no idea how long a "typical" player takes (something I've always been very interested in) but it takes around 50 hours to "beat" the game, including building my main base, which happens after the dragon.
This is also with mods that extend the early-game progression as I have to spend more time mining for a resource that is rarer than diamond, enough for me to want to get Fortune for it (I consider it to be unnecessary for diamond) as well as more time mining quartz (which also doubles as a building material so I'm not solely mining it for XP) for the XP that I need for enchanting (mainly books, which are also necessary to get Unbreaking on armor and weapons prior to 1.7), plus breeding and trading with villagers so I can get Mending so I can repair my gear indefinitely (replacing renaming, which had the same effect before 1.8) - and trading for enchantments was also much harder prior to 1.8 since they only had a low chance per final offer traded of unlocking a single trade, as opposed to unlocking one of three by default (so you don't even need to trade except to get emeralds, and there are more items that you can trade, such as carrots/potatoes, which not only cost less per emerald than wheat but yield more per crop).
I do not actually know how long vanilla would take as it has been over 5 years since I started a vanilla world but it would have to take significantly less time, and even 50 hours really isn't that much for a game like Minecraft (I spent a total of 539 hours in my last modded world, so less than 10% of the total time was spent "beating" the game and getting all of my "end-game" gear, which I don't actually use for the dragon fight, and again, this includes the time to build a base afterwards).
ctom333's ideas of allowing various enchantments to be selected by placing the proper gems in slots could be an interesting basis on which to build an enchanting sysytem, but (in relation to the OP) would not 'fix' the percieved problem as it either:A} simply pushes the randomness a layer away from the enchanting table "Gem ore … drops a single random gem." ORB} substitutes finding Cleric Villagers with desirable gem trades for the current system of finding Librarian Villagers with desirable book trades [which suggestion has already been declined] "All gems (not counting Nether Star) … can be bought from priest villagers for 12-17 emeralds each"(My assumption here is that the gems are not treated as is colored wool where all shepherds have trades for all colors.)
The reasons why I went with 1 single Gem Ore that drops 1 random gem instead of 15 different ores is this:
1. Colorblind people can't tell the difference between (say) Ruby and Sapphire ore
2. If you've ever played mods that add more ores, you'll know that fewer ores is better
3. People would confuse rubies with redstone, sapphires with lapis, peridot with emerald, and topaz/amber with gold.
Besides, mining is also kind of random. You don't know if a certain shaft has diamonds until you dig. (Come to think of it, it would be better if Gem Ore spawned similarly to gold.)
In order to kill the big dragon, you need great armor and weaponry that's enchanted
See... this isn't true at all. Speed runners can and have beat the dragon with beds and snowballs and no armor. l think enchantments are incredibly useful for beating the dragon easily, but I also think enchantments are incredibly overhyped. IMO, I think we should get rid of enchantments like Sharpness that add extra progression tiers, and enchantments like Flame/Fire Aspect and Feather Falling should be more common. Not only are these more specialized, but they also have more visual feedback. This makes enchantments more of a nice treat rather than a progression tier.
I also think enchantments like Smite and Bane of Arthropods should replace Sharpness, but they should be improved. For example, Bane of Arthropods should be replaced with Low Sweep or something similar which can also deal extra damage to Baby Zombies and small animals.
A fix would be to allow each enchantment to be made *somehow*, but with 100% chance.
We kinda already have this with Enchanted Books, which you can find in chests and make yourself.
Also, you didn't provide any solution to the problem, you just pointed out the problem and told us what fix should exist... At least erictom333 provided an answer even if the number of gems he suggests seems like it'd be a bit obnoxious for people who don't want to have to remember which gem provides which enchantment. (I also think it would be annoying for Mojang to have to constantly be adding new gemstone types into the game for every enchantment.)
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
[snip] if the number of gems he suggests seems like it'd be a bit obnoxious for people who don't want to have to remember which gem provides which enchantment. [snip]
To counter this problem, I think gems will have a tooltip with their enhancement on it.
To counter this problem, I think gems will have a tooltip with their enhancement on it.
What if instead we just named each gem an "Enchantment Gem" then? (And then replace gem with "book") I get that people want to add some real life gems into the game, but I also don't see a reason to translate a bunch of names into every language in the game when it would be easier to just append the enchantment name to the name itself.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I support, damage should be able to be increased by perhaps using the 1.14 grindstone to increase the sharpness of the blade, and different items could be combined with tools or weapons on the smithing table to increase different aspects of the item.
When you go to enchant, it will always tell you what "one" of the enchantments will be. You can use this to your advantage - if it doesn't show an enchantment you know you'll need, just enchant a level 1 wood sword instead, toss it into the fire, and check the next enchantment.
You might need to enchant a couple pieces to get the specific ones you want, but you can also combine them on the anvil to get your OP equipment on the cheap.
What if instead we just named each gem an "Enchantment Gem" then? (And then replace gem with "book") I get that people want to add some real life gems into the game, but I also don't see a reason to translate a bunch of names into every language in the game when it would be easier to just append the enchantment name to the name itself.
To visually discriminate between them. All* 18 gems have 18 different shapes and colours. Also, gems can be used to craft [gem] Blocks, which are purely for storage and decoration.
When you go to enchant, it will always tell you what "one" of the enchantments will be. You can use this to your advantage - if it doesn't show an enchantment you know you'll need, just enchant a level 1 wood sword instead, toss it into the fire, and check the next enchantment.
You might need to enchant a couple pieces to get the specific ones you want, but you can also combine them on the anvil to get your OP equipment on the cheap.
Or if you are needing to enchant multiple items anyways (like a full set of armor), check each item for the enchantment you want, then if none of them have an enchantment you want enchant something else to change the enchantments.
Frankly though, I disagree with the entire premise that enchanting is where the game progression gets stale. As someone else has said, it isn't incredibly difficult to kill any of the bosses without enchanted gear. The Wither is easy enough, the Dragon is a bit more challenging but that is more because the mechanics of the fight are stupid and not very much fun, and raiding an Ocean Monument (even though the Elder Guardians aren't technically bosses) is easily doable even without potions or enchantments for breathing underwater.
For me, the random nature of the enchanting is specifically what keeps it from getting stale. It is crazy easy to repeatedly go from level 27 to 30 over and over without any kind of grinder or mob farm, especially once you start enchanting your gear. Then if you really want Mending items you can explore the End after you beat the dragon and find plenty of Diamond gear with Mending just waiting to be combined with your existing gear.
That is when the game gets stale for me. After you have full enchanted gear, there literally isn't anything else to do. You can build structures that increase in size and complexity, but that is about it. I'd love more endgame content after the enchanting is all wrapped up.
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Or if you are needing to enchant multiple items anyways (like a full set of armor), check each item for the enchantment you want, then if none of them have an enchantment you want enchant something else to change the enchantments.
Frankly though, I disagree with the entire premise that enchanting is where the game progression gets stale. As someone else has said, it isn't incredibly difficult to kill any of the bosses without enchanted gear. The Wither is easy enough, the Dragon is a bit more challenging but that is more because the mechanics of the fight are stupid and not very much fun, and raiding an Ocean Monument (even though the Elder Guardians aren't technically bosses) is easily doable even without potions or enchantments for breathing underwater.
For me, the random nature of the enchanting is specifically what keeps it from getting stale. It is crazy easy to repeatedly go from level 27 to 30 over and over without any kind of grinder or mob farm, especially once you start enchanting your gear. Then if you really want Mending items you can explore the End after you beat the dragon and find plenty of Diamond gear with Mending just waiting to be combined with your existing gear.
That is when the game gets stale for me. After you have full enchanted gear, there literally isn't anything else to do. You can build structures that increase in size and complexity, but that is about it. I'd love more endgame content after the enchanting is all wrapped up.
I honestly don't find the game that easy. For me, staleness comes more from running out of places to explore, or at least types of places. But recent updates have added lots of gimmicks like more rare biomes, temples, and fossils, which helps.
The Problem
There seems to be a system that me and my friends have.. We have fun starting a new game, our 'progression' is great and steady until we have a house made, then it's steady progression to mine to get some diamond so we can make a pickaxe to make obsidian to go to the nether so we can get some netherwart and blaze rods so we can do alchemy, and also get some enchanted books going.
Thing is.. That's usually where it stops. Normally you'd think going to the end is the next step of discovery, but there is a HUGE disconnect of progression from after the nether, to the end.. You see, there's a big dragon you need to kill.. In order to kill the big dragon, you need great armor and weaponry that's enchanted, here's where it stops hard.
Everything is planned thus far, it's all melody, we can work hard, we know what items we need, we split up we can all do our jobs.. Now we need enchantments.. It's a lottery system. You cannot plan for getting the enchantments you want. From a steady line of progression to a random chance you'll get the upgrades you need is too variable. It suddenly goes from 'we know what to do' to 'we don't even know if we'll get what we need, it's just a chance', and you don't get it within a decent amount of time, and you give up. Game is no longer fun, pacing is off.
The Solution
A fix would be to allow each enchantment to be made *somehow*, but with 100% chance. May it be with certain steps you need to accomplish, items you need to get, places you need to go (that fit within decent pacing), or whatever, but make it obtainable through effort.
In one of my other posts I mentioned changing experience points from a consumable, to a non depletable resource that increases as normal, but instead upon level, it allows you to put towards skill points.. Be it enchanter, etc. Using your hard earned experience on a lottery system to get an enchantment, feels like the game forces us to play the lottery, even though we would rather not use our hard earned mone-*ahem*-experience, for something we may not even get (mending, for example).
Conclusion
Please consider bridging the gap to fix the progression, as I'm not sure how many times my friends and I are willing to restart to get into the same situation. Minecraft survival has so much potential.
Support. Enchanting is very hit-and-miss and can be very frustrating with little reward at times. There are no other aspects of the game (except maybe creepers, but they're the logo) where randomness is so unforgiving.
Using an enchanting table entails exactly the randomization of which you complain.
Rather than changing the game, I suggest you and your friends explore the use of anvils to assemble the gear you want.
The necessary books can be produced by 'industrial fishing' or (if you find that activity not to you liking) villager trading.
Both options retain a random element but (particularly the fishing) will greatly ease the difficulty of getting yourselves maxed out gear.
A necessity is a thorough familiarity with the anvil usage and enchantment combining rules
see
Enchanting & Anvil Mechanics
& https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2887799-enchanting-question#c6 (for an example)
[A modest iron farm (comparatively simple if you are breeding villagers) is also recommended; as are slime and blaze farms.]
Random is still random, and thus, variable. The point was being able to have end goals and being guaranteed them. Random still means a lottery system, even if it is a smaller limited set. The pacing until this point has been all determined, why make enchantments be an obstacle?
I feel like the point of minecraft is to stay simple. Not too complex, with the different aspects open to everyone. I feel enchanting was made to be an aspect you choose. After all, Minecraft started without anything but click and place. Even though this makes the game easier, enchanting isn't required to fight the dragon, the wither, or anything. The entire enchanting system is based off luck, I feel like that's how it was made, because the chance makes it more exciting. But let's say you can make enchanting books, and the element of luck was removed from that, what about luck in mob drops, and ore? There are a lot of aspects of minecraft based of luck. I think instead of changing enchanting, you could put potion effects on weapons, armor? That way, you could buff your things (Forever!) and still have better enchantments based off luck?
Hello again Iyvyvylivy from my other post! haha .. So, I feel that everything 'buildy' in Minecraft always has a set amount of steps to produce something. Be it a furnace, you need 9 cobble.. Be it a torch you need a stick and some coal. Point is always know what to get to create.
Combat is not creating, it's destroying, and thus doesn't need to change because combat in other various games pretty much always produce some type of variable drops.. This is nice, because on every combat death you get a guaranteed range of XP right? At least you can look forward to that per kill, the items they drop are a bonus.
Now let's continue with your combat as an example, you *know* you could get a drop eventually, and the only thing you're wasting is a bit of time, and you're always gaining a set range of XP in the process (which helps you in other categories). Let's take enchanting books for example, you don't have a set anything you can look forward to, other than a set of possible enchantments that you may or may not get, and you're always *losing* experience on every try. It literally is like playing a lottery machine. Pop in money, you get a chance of winning, but most of the time it's losing.
Since it's building something (creating), in Minecraft it's always nice to know you can eventually get it in time.. Let's compare this to ANY other RPG that allows crafting and enchanting. There's a reason why they don't take from your experience to enchant..
I present to you: Enhancements! Taking the chance away from enchanting.
What are enhancements?
Enhancements are a new way of upgrading your tool, replacing enchanting. Whereas with enchanting you rely on chance (and lapis and XP) to get what you want, enhancing takes gems and nothing else.
How do they work?
To enhance your tool, you need an Enhancement Table (attachment 1). This is crafted just like an enchanting table, but with 3 paper repclacing the book (attatchment 2).
When opened, the table opens up a GUI with a single slot. Place your tool in the slot and more slots open up for gems to be placed in (attatchement 3).
What enhancements are there?
There are 18 enhancements in total, 2 of which can only be obtained through trading or chest loot.
In this table, T = effects on tools (pickaxe/axe/shovel/shears), W = effects on weapons (sword/axe/trident), R = effects on ranged weapons (bow/crossbow/trident), A - effects on armour and shields.
Diamond - Unbreaking - Last longer - max 5
Ruby - Haste - T Mine faster, W Swing faster, R Fire faster - max 5
Carnelian - Firey - WR Inflict fire damage, A Reduce fire damage - max 3
Topaz - Tough - WR Pierce armor, A Reduce damage - max 5
Jade - Lure - T Pull in items, WR Pull in mobs, A Increase mob spawn, F (fishing rods) Pull in fish faster - max 3
Turquoise - Aqua Affinity - T Mine faster underwater, W Swing faster underwater, R Fire faster underwater, A Swim faster, AH (Helmets) Breathe underwater - max 3
Sapphire - Sharp - WR Deal more damage, T Damage attackers - max 5
Amethyst - Luck - TWR Get more drops, A Increase chance of enemy missing - max 5
Beryl - Vitality - WR Heal by attacking, A Increase regen rate, H (hoes) Increase growth rate of crops - max 3
Rose Quartz - Range - TW Reach further, R Fire further - max 4
Agate - Disintegrate - T Destroy more at once, W Degrade armour, R Penetrate mobs, A Reduce blast damage - max 3
Amber - Shocking - WR Stun mobs (strike with lightning if stormy), A Reduce electric damage - max 3
Onyx - Decay - WR Deal wither damage, A Reduce wither damage - max 3
Moonstone - Knockback - WR Deal knockback, A Reduce knockback - max 3
Zircon - Light - WR Deal more damage against undead, A Clean harmful effects - max 3
Nether Star - Soulbound - This tool stays with you, even when you die, R Infinite ammo! - 1 level
Ancient Silk* - Silky - T Get the exact block, W Get mob heads - 1 level
Petrified Moss* - Mending - Repair itself - 1 level
All except treasure gems can be mined form Gem Ore (including diamond) (attachment 4). Gem ore spawns below layer 16, is twice as common as diamond, spawns in veins of 6-8, must be mined with a diamond pickaxe, and drops a single random gem. All gems (not counting Nether Star) can be found in chest loot and can be bought from priest villagers for 12-17 emeralds each.
How many enhancements can you put on a single tool?
Good question. Every different tier of tool has a different amount of sockets for gems.
Wood/stone tools, leather/chain armour, bows, fishing rods, shears - 3 sockets
Iron/diamond tools/armour, crossbows, tridents, shields - 4 sockets
Anything golden - 5 sockets
Yes, golden tools now have a purpose - superior enchantability.
What will happen to my god diamond _?
Don't worry, because your super-OP enchanted gear will become super-OP enhanced gear.
For example, a Fortune III Unbreaking III Efficiency V diamond pickaxe will become a Luck III Unbreaking III Haste V diamond pickaxe. You will only lose enchantments if you are over the limit (i.e. a Power V Punch V Unbreking III Infinity I Flame I bow), in which case the game removes your least-needed enchantments (ie. Punch and Flame).
Edit: Changed gem spawning.
Edit 2: Replaced Pearl with Zircon.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
This may be a root philisophical difference:
I don't like the idea of removing all chance form the game (eg. every 20th oak leaves block drops a sapling and every 200th an apple vs. the 5% & 0.5% chance per leaf block currently used).
I do like there being multiple paths to achieving a specific goal/end with the success probability and/or cost varying between paths (eg. table/chest looting/fishing/trading for getting enchentments).
[The constrast between table and trading for enchantments can also be seen in terms of initial and marginal cost:
■ Enchanting tables and book cases are (comparatively) easy to make {and only one rig is needed}, but the marginal cost of getting a specific enchantment remains very high. Given sufficient XP, Lapis, and books/wood picks; any specific enchantment (other than the few 'treasure' ones) will eventually occur.
■ Trading for enchantments requires finding/converting at least three villagers; building a breeder; running the breeder; scanning the new villagers for 'good' trades; setting up a 'trading hall'. {Some of this steps may be skipped if one is lucky.}
Once this is done and the wanted Librarian (ie Silk Touch) is found, however, the marginal cost for Silk Touch books drops to a few stacks of produce {traded to a farmer} and a book.]
■ Industrial Fishing is intermediate; the set up is cheapest of all, but the random factor is higher than a Table and the mean time required per instance of a particular enchantment is likely highest of the three. Also, there is no decrease in marginal cost.]
erictom333's ideas of allowing various enchantments to be selected by placing the proper gems in slots could be an interesting basis on which to build an enchanting sysytem, but (in relation to the OP) would not 'fix' the percieved problem as it either:
A} simply pushes the randomness a layer away from the enchanting table "Gem ore … drops a single random gem." OR
B} substitutes finding Cleric Villagers with desirable gem trades for the current system of finding Librarian Villagers with desirable book trades [which suggestion has already been declined] "All gems (not counting Nether Star) … can be bought from priest villagers for 12-17 emeralds each"
(My assumption here is that the gems are not treated as is colored wool where all shepherds have trades for all colors.)
I have never seen any problem with how enchanting works - and I still play on 1.6.4, where you can't even see what you'll get as a guaranteed enchantment - even more notably, I do not use any sort of XP/item farm (which I see as basically cheating) - yet I consider the progression to the end-game as being fairly quick and easy. I have no idea how long a "typical" player takes (something I've always been very interested in) but it takes around 50 hours to "beat" the game, including building my main base, which happens after the dragon.
This is also with mods that extend the early-game progression as I have to spend more time mining for a resource that is rarer than diamond, enough for me to want to get Fortune for it (I consider it to be unnecessary for diamond) as well as more time mining quartz (which also doubles as a building material so I'm not solely mining it for XP) for the XP that I need for enchanting (mainly books, which are also necessary to get Unbreaking on armor and weapons prior to 1.7), plus breeding and trading with villagers so I can get Mending so I can repair my gear indefinitely (replacing renaming, which had the same effect before 1.8) - and trading for enchantments was also much harder prior to 1.8 since they only had a low chance per final offer traded of unlocking a single trade, as opposed to unlocking one of three by default (so you don't even need to trade except to get emeralds, and there are more items that you can trade, such as carrots/potatoes, which not only cost less per emerald than wheat but yield more per crop).
I do not actually know how long vanilla would take as it has been over 5 years since I started a vanilla world but it would have to take significantly less time, and even 50 hours really isn't that much for a game like Minecraft (I spent a total of 539 hours in my last modded world, so less than 10% of the total time was spent "beating" the game and getting all of my "end-game" gear, which I don't actually use for the dragon fight, and again, this includes the time to build a base afterwards).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
See... this isn't true at all. Speed runners can and have beat the dragon with beds and snowballs and no armor. l think enchantments are incredibly useful for beating the dragon easily, but I also think enchantments are incredibly overhyped. IMO, I think we should get rid of enchantments like Sharpness that add extra progression tiers, and enchantments like Flame/Fire Aspect and Feather Falling should be more common. Not only are these more specialized, but they also have more visual feedback. This makes enchantments more of a nice treat rather than a progression tier.
I also think enchantments like Smite and Bane of Arthropods should replace Sharpness, but they should be improved. For example, Bane of Arthropods should be replaced with Low Sweep or something similar which can also deal extra damage to Baby Zombies and small animals.
We kinda already have this with Enchanted Books, which you can find in chests and make yourself.
Also, you didn't provide any solution to the problem, you just pointed out the problem and told us what fix should exist... At least erictom333 provided an answer even if the number of gems he suggests seems like it'd be a bit obnoxious for people who don't want to have to remember which gem provides which enchantment. (I also think it would be annoying for Mojang to have to constantly be adding new gemstone types into the game for every enchantment.)
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
To counter this problem, I think gems will have a tooltip with their enhancement on it.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
What if instead we just named each gem an "Enchantment Gem" then? (And then replace gem with "book") I get that people want to add some real life gems into the game, but I also don't see a reason to translate a bunch of names into every language in the game when it would be easier to just append the enchantment name to the name itself.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I support, damage should be able to be increased by perhaps using the 1.14 grindstone to increase the sharpness of the blade, and different items could be combined with tools or weapons on the smithing table to increase different aspects of the item.
Here's a neat trick for your progression:
When you go to enchant, it will always tell you what "one" of the enchantments will be. You can use this to your advantage - if it doesn't show an enchantment you know you'll need, just enchant a level 1 wood sword instead, toss it into the fire, and check the next enchantment.
You might need to enchant a couple pieces to get the specific ones you want, but you can also combine them on the anvil to get your OP equipment on the cheap.
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To visually discriminate between them. All* 18 gems have 18 different shapes and colours. Also, gems can be used to craft [gem] Blocks, which are purely for storage and decoration.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Here are the textures of agate, amber, amethyst, beryl and citrine.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
These look nice!
Or if you are needing to enchant multiple items anyways (like a full set of armor), check each item for the enchantment you want, then if none of them have an enchantment you want enchant something else to change the enchantments.
Frankly though, I disagree with the entire premise that enchanting is where the game progression gets stale. As someone else has said, it isn't incredibly difficult to kill any of the bosses without enchanted gear. The Wither is easy enough, the Dragon is a bit more challenging but that is more because the mechanics of the fight are stupid and not very much fun, and raiding an Ocean Monument (even though the Elder Guardians aren't technically bosses) is easily doable even without potions or enchantments for breathing underwater.
For me, the random nature of the enchanting is specifically what keeps it from getting stale. It is crazy easy to repeatedly go from level 27 to 30 over and over without any kind of grinder or mob farm, especially once you start enchanting your gear. Then if you really want Mending items you can explore the End after you beat the dragon and find plenty of Diamond gear with Mending just waiting to be combined with your existing gear.
That is when the game gets stale for me. After you have full enchanted gear, there literally isn't anything else to do. You can build structures that increase in size and complexity, but that is about it. I'd love more endgame content after the enchanting is all wrapped up.
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I honestly don't find the game that easy. For me, staleness comes more from running out of places to explore, or at least types of places. But recent updates have added lots of gimmicks like more rare biomes, temples, and fossils, which helps.