Anvil prices are pretty dang high, its's like pointless. If you have 5 iron, you could just make another sword. I think the real point to anvils is to repair enchanted items. The price could be lowered a bit, I think the cost of the anvil is a player's opinion.
For instance, you have the highest enchantment on your diamond sword, you might save that sword for ANY cost.
But, if you have a cruddy stone sword and you want to repair it, it's easier just making another!
Then again, making an anvil is kind of expensive.
Looking at it in this light, I semi agree, but kind of don't, eh support for now.
Oh my god, I tried to be polite as possible here, but now you're just going "nuh uh, i'm always right".
Please at least consider other people's opinions before putting it out that yours is superior.
i am not saying i am right no matter what, plus thats cool i have never seen effiency V, never said i didnt believe you on the wood pick thing but cool, and i didnt want the anvil system to be free at all, only on repairing unenchanted tools it should only cost material and not levels, as for enchanted tools it should cost levels and more material, and yes of course i am saying i have heard of repairing in a crafting square but that is not the point i am trying to say using a anvil to repair unenchanted stuff should cost less so we dont need to use the crafting bench to repair it or make another, ALL i am trying to do is ask for a more balanced system, what is the big deal? And i am very grateful for mojang adding the anvil so you could combine enchantments that is amazing i love that part, but i am talking about just repairing a unenchanted weapon before enchanting and i dont want to lost my levels for just repairing it.
Anvil prices are pretty dang high, its's like pointless. If you have 5 iron, you could just make another sword. I think the real point to anvils is to repair enchanted items. The price could be lowered a bit, I think the cost of the anvil is a player's opinion.
For instance, you have the highest enchantment on your diamond sword, you might save that sword for ANY cost.
But, if you have a cruddy stone sword and you want to repair it, it's easier just making another!
Then again, making an anvil is kind of expensive.
Looking at it in this light, I semi agree, but kind of don't, eh support for now.
yes its sole purpose is for repairing enchanted items, which is why i am trying to add another purpose by not having to make another sword for enchanting because you dont want to repair your other unenchanted sword because you will lose levels and excesive material. i think it is amazing for repairing enchantments though.
Regardless thanks for the support
no the actual quote was more like "using a anvil to repair unenchanted stuff should cost less so we dont need to use the crafting bench to repair it or make another" and for the other one i was saying its purpose at the moment is for repairing only enchanted stuff, and i think they should change that!
Of course, the price would have to be higher, for enchanting tables to still be worth it. It's just completely ridiculous to repair a fortune pick.
hmm i dont understand, are you saying the price would have to be higher for enchanting tables to still be worth it or its ridiculous to repair a fortune pick as in it's too cheap or too expensive i dont understand
I agree with the no more Too Expensive! thing, but repairing unenchanted tools with an anvil......that's just plain stupid.
Just use the crafting box repair feature instead of asking for Mojang to add a redundant feature that no one will ever use.
I agree with the 'unenchanted' portion that everyone is focusing on, but the anvil cost being too expensive is the real point that is trying to be made here.
Focusing only on the fact that he used unenchanted items as examples, while completely ignoring the point he was trying to make, really derails the thread.
I've read through this topic and I have to ask the critics a question. If the anvil only exists for repairing enchanted items, why do you have the option to repair non-enchanted items? The critics' argument boils down to 'you're right but you are playing Minecraft WRONG'.
Anyway, I agree anvil cost is absurdly high. What is the point in spending a whooping 31 iron if it does not save you resources in the long run? Currently if you build an anvil you are either using it for gimmicky purposes (drop it on enemy mobs, rename items, decoration, etc) or you are unaware it is easier and more economical to craft and even enchant new items.
Actually, the cap of the anvil (which is level 40) is just waaaaay to low. With the enchantment books update, you cannot repair most pieces of armour/tools/weapons anymore!
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You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
I'm posting to point something out. The Too Expensive! feature is a savior on PvP servers. I end up fighting donors who have protection 10 armor. The only way I can win that fight, them with their prot 10 and sharp 15 sword, is if I have my protection IV at full capacity and some enchanted golden apples (godapples or gapples for future ref). Even then I'll likely lose. The only real hope for it is that a guy with that particular set of donator armor cannot repair it. It comes standard, on a server I play on, with Prot 10, Fire Prot 10, Blast Prot 10, Projectile Prot 10, Feather 5 on the boots so throwing him off a cliff isn't an option, but here's my savior.
Each piece in the set comes with thorns III. All I have to do to survive is get a punch bow and keep him away from me and play the waiting game until his armor with thorns breaks. All that for naught if he can just go home and repair his armor bit by bit with diamonds from the donor package, though. I always got the feeling that the anvil saying Too Expensive! was more put in place to cap out keeping OP tools forever in SMP. Looking back, it has saved me from a fair few deaths at the hands of players either luckier than I was with enchants, or players who had donated and gotten better gear faster.
Raising the cap, I agree with. Removing Too Expensive! I do not.
Just glancing through the comments, it seems like a lot of people are missing the point. There is a clear inbalance in the way that the anvil calculates costs. Repairing something that has no added efects on it should not cost more than replacing it outright would. In fact, using swords as an example, if you're paying attention and repair through the crafting grid at the right time, four of a material is worth a bit more than two swords. Then there's shovels, where four units could be worth more than six full tools with good use of "grid" repairs. With the anvil it isn't even the full cost of replacing one, since you also need to use experience. This is a bit outrageous.
At present, the cost vs. reward of the anvil is actually very poor. First off, it is the only workstation to degrade over time...and it does this randomly. That means that your initial investment of over 30 iron is only good for, on average, about twenty-five uses. It doesn't matter if you use it for something minor or somethig major, the chance of damage is the same, and it can only take damage three times before it breaks...which additionally means that it is entirely possible for your large investment of iron to be gone in three uses. More than that, though, we have each unit of material being valued at 25% of an item's durability. As stated above, this is overcosted for tools, where nothing has more than three units of material in its recipe. For armour, though, it's only a fair price for boots. The other pieces of armour all use more than four units of material, making the anvil's pricing below the "replacement value" for them, with the chest piece being the biggest advantage, in that it takes only half the normal materials to repair. That's before factoring in the experience cost that the anvil applies to every operation. For the three "over four material" armours, this makes sense. You are applying your experience to let you fix the broken parts using less materials. That's what one would expect the anvil to do. However, for everything else that the anvil repairs, this takes a cost that is already giving a raw deal, and pushes it even higher.
For enchanted items, where preserving and modifying enchantments is a factor, these costs are somewhat understandable. It is the price you pay for reliably maintaining a valued enchantment, or for enhancing an item's properties, or customizing the effects on an item. Essentially, you are paying to circumvent the limitations of the enchanting system. It is reasonable that this would have a relatively high cost, as it does have a direct effect on balance. However, the base costs to which costs for enchantment manipulation are applied, are themselves inherrantly flawed, and I agree with the OP that this needs to be corrected. In my mind, there is no doubt that the existing anvil is a bad investment. It is justified for the player only by the lack of other options when it comes to dealing with enchanted items. This does not excuse the fact that it has demonstrably poor balancing. The amount of raw materials needed should never exceed that needed to make a new item. Experience costs can "make up" the difference, though this might mean that the experience cost cap has to be raised, so that the costs of modifying enchanted items can be handled correctly. Additionally, I will say that spending thirty-one iron for something that lasts only three uses, no matter how low the chance, is absurd...and even if it lasted thirty uses (which is five more than the expected average) that would still add up to a little over one iron spent per repair in addition to the materials required for each operation. The rate of decay on the anvil needs to at least be standardized, and ideally linked to the cost of the operations performed, if not outright removed.
@Galax; Personally, I would say that situation is entirely derived from the type of servers you play on, and that it is not the responsibility of Mojang to account for servers whose owners abuse administrative authority in order to line their pockets.
@Galax; Personally, I would say that situation is entirely derived from the type of servers you play on, and that it is not the responsibility of Mojang to account for servers whose owners abuse administrative authority in order to line their pockets.
I'm well aware that it is not Mojang's problem, but I'm still part of their playerbase, and I'm not the only one on that server or others like it. Armor for donators gets pretty damn insane. And in the case of the server I play on, it isn't to line the owner's pockets. I've learned since I became admin there that it's to keep the server running. Owner's in college, and donations are quite literally the ONLY thing keeping the server up for the enjoyment of others.
However...it not being Mojang's problem doesn't change something. These situations exist. They didn't intend it. They didn't even create the plugins or mods that enable the creation of protection 10. It's still there, though! People still have to deal with it. And removing the feature of Too Expensive! would only do harm to those fighting those players. Fighting someone with that much of a distinct advantage in gear...there's only so much you can do. I've been saved multiple times because they COULDN'T use their anvils to repair that armor. It has too many high level enchantments. Did you know fire protection 10 doesn't just stop fire hurting you...It stops fir entirely? It's so powerful that you can't be lit on fire normally. I mean ofc if you stand in a fire or in lava it's going to set you alight...But if someone gets out a flame bow or a fire aspect sword and hits you wearing that...You just don't take fire damage. At all. No flames. That's a major source of counter damage taken away.
In short...Don't remove too expensive. It's got uses. Perhaps reconfigure how it works, to block repairing tools that go beyond the natural caps (and one more in some cases, sharpness efficiency as they can be gotten to V on anvils) as well as stopping tools that have a lot of enchants from being repaired. But don't just remove it.
For instance, you have the highest enchantment on your diamond sword, you might save that sword for ANY cost.
But, if you have a cruddy stone sword and you want to repair it, it's easier just making another!
Then again, making an anvil is kind of expensive.
Looking at it in this light, I semi agree, but kind of don't, eh support for now.
yes its sole purpose is for repairing enchanted items, which is why i am trying to add another purpose by not having to make another sword for enchanting because you dont want to repair your other unenchanted sword because you will lose levels and excesive material. i think it is amazing for repairing enchantments though.
Regardless thanks for the support
Did you just contradict yourself there?
Hope that info helps
Of course, the price would have to be higher, for enchanting tables to still be worth it. It's just completely ridiculous to repair a fortune pick.
Just use the crafting box repair feature instead of asking for Mojang to add a redundant feature that no one will ever use.
Focusing only on the fact that he used unenchanted items as examples, while completely ignoring the point he was trying to make, really derails the thread.
Anyway, I agree anvil cost is absurdly high. What is the point in spending a whooping 31 iron if it does not save you resources in the long run? Currently if you build an anvil you are either using it for gimmicky purposes (drop it on enemy mobs, rename items, decoration, etc) or you are unaware it is easier and more economical to craft and even enchant new items.
Exactly! The Anvil shouldn't be "reserved" for magical stuff, it shoud also be used for mundane repairs too.
Repairing mundane tools on the Anvil should SAVE material, not cost more!
Each piece in the set comes with thorns III. All I have to do to survive is get a punch bow and keep him away from me and play the waiting game until his armor with thorns breaks. All that for naught if he can just go home and repair his armor bit by bit with diamonds from the donor package, though. I always got the feeling that the anvil saying Too Expensive! was more put in place to cap out keeping OP tools forever in SMP. Looking back, it has saved me from a fair few deaths at the hands of players either luckier than I was with enchants, or players who had donated and gotten better gear faster.
Raising the cap, I agree with. Removing Too Expensive! I do not.
At present, the cost vs. reward of the anvil is actually very poor. First off, it is the only workstation to degrade over time...and it does this randomly. That means that your initial investment of over 30 iron is only good for, on average, about twenty-five uses. It doesn't matter if you use it for something minor or somethig major, the chance of damage is the same, and it can only take damage three times before it breaks...which additionally means that it is entirely possible for your large investment of iron to be gone in three uses. More than that, though, we have each unit of material being valued at 25% of an item's durability. As stated above, this is overcosted for tools, where nothing has more than three units of material in its recipe. For armour, though, it's only a fair price for boots. The other pieces of armour all use more than four units of material, making the anvil's pricing below the "replacement value" for them, with the chest piece being the biggest advantage, in that it takes only half the normal materials to repair. That's before factoring in the experience cost that the anvil applies to every operation. For the three "over four material" armours, this makes sense. You are applying your experience to let you fix the broken parts using less materials. That's what one would expect the anvil to do. However, for everything else that the anvil repairs, this takes a cost that is already giving a raw deal, and pushes it even higher.
For enchanted items, where preserving and modifying enchantments is a factor, these costs are somewhat understandable. It is the price you pay for reliably maintaining a valued enchantment, or for enhancing an item's properties, or customizing the effects on an item. Essentially, you are paying to circumvent the limitations of the enchanting system. It is reasonable that this would have a relatively high cost, as it does have a direct effect on balance. However, the base costs to which costs for enchantment manipulation are applied, are themselves inherrantly flawed, and I agree with the OP that this needs to be corrected. In my mind, there is no doubt that the existing anvil is a bad investment. It is justified for the player only by the lack of other options when it comes to dealing with enchanted items. This does not excuse the fact that it has demonstrably poor balancing. The amount of raw materials needed should never exceed that needed to make a new item. Experience costs can "make up" the difference, though this might mean that the experience cost cap has to be raised, so that the costs of modifying enchanted items can be handled correctly. Additionally, I will say that spending thirty-one iron for something that lasts only three uses, no matter how low the chance, is absurd...and even if it lasted thirty uses (which is five more than the expected average) that would still add up to a little over one iron spent per repair in addition to the materials required for each operation. The rate of decay on the anvil needs to at least be standardized, and ideally linked to the cost of the operations performed, if not outright removed.
@Galax; Personally, I would say that situation is entirely derived from the type of servers you play on, and that it is not the responsibility of Mojang to account for servers whose owners abuse administrative authority in order to line their pockets.
I'm well aware that it is not Mojang's problem, but I'm still part of their playerbase, and I'm not the only one on that server or others like it. Armor for donators gets pretty damn insane. And in the case of the server I play on, it isn't to line the owner's pockets. I've learned since I became admin there that it's to keep the server running. Owner's in college, and donations are quite literally the ONLY thing keeping the server up for the enjoyment of others.
However...it not being Mojang's problem doesn't change something. These situations exist. They didn't intend it. They didn't even create the plugins or mods that enable the creation of protection 10. It's still there, though! People still have to deal with it. And removing the feature of Too Expensive! would only do harm to those fighting those players. Fighting someone with that much of a distinct advantage in gear...there's only so much you can do. I've been saved multiple times because they COULDN'T use their anvils to repair that armor. It has too many high level enchantments. Did you know fire protection 10 doesn't just stop fire hurting you...It stops fir entirely? It's so powerful that you can't be lit on fire normally. I mean ofc if you stand in a fire or in lava it's going to set you alight...But if someone gets out a flame bow or a fire aspect sword and hits you wearing that...You just don't take fire damage. At all. No flames. That's a major source of counter damage taken away.
In short...Don't remove too expensive. It's got uses. Perhaps reconfigure how it works, to block repairing tools that go beyond the natural caps (and one more in some cases, sharpness efficiency as they can be gotten to V on anvils) as well as stopping tools that have a lot of enchants from being repaired. But don't just remove it.