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Enchanting Table


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#1

Mormon Partyboat

Posted 30 September 2011 - 01:45 PM

Quote

@notch
Working on Item Enchantments. It costs experience points. It's totally random. It has three tiers. What does an enchantment table look like?
Neat!

Update 1:
Now, with picture!

Quote

@notch
It's an enchantment table!
Picture:
Spoiler:

Update 2:

Quote

@notch
How does enchanting work in Minecraft? Well, you open a magical book and pick a random spell, not quite sure knowing what it will do. MAGIC!

Update 3:

Turns out it's completely random:

Quote

@yorgle
@notch Do you mean every time you use a spell, or only the first time, that it is random?
in reply to @yorgle ↑

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@notch
@yorgle every. single. time. :D
in reply to @notch ↑

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@Delduwath
@notch What's the rationale behind making it random and unknowable?
in reply to @Delduwath ↑

Quote

@notch
@Delduwath I want to try out a random loot element, and it fits well with magic being difficult to understand.

Update 4:
Now, with second picture
Spoiler:


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#2

Mormon Partyboat

Posted 30 September 2011 - 01:49 PM

This has a couple of interesting implications...I wonder if this means that skills as traditional passives won't exist?  He could just be baking the skills into enchantments, so you can put together +run speed boots instead of putting experience into +run speed passively.

#3

TarikuSenD
  • Location: Poland

Posted 30 September 2011 - 01:49 PM

I think he is trying to make up for the removal of the cauldrons.

#4

Mormon Partyboat

Posted 30 September 2011 - 01:54 PM

View PostTarikuSenD, on 30 September 2011 - 01:49 PM, said:

I think he is trying to make up for the removal of the cauldrons.
I'm thinking the potion creating whatsis will likely have a lot of the flexibility, but a different interface (and possibly a topend limit to ingredients).  I think a lot of the problem with the cauldron was wasting materials and time to find something vaguely useful...which would be pretty interesting, but being able to simply google the 'best' potion mixes would be bizarro.

I'd like to have seen them tie it to the seed so each world has its own alchemy results beyond the basic combinations, but the HIT Q TO MAEK and water manipulation are just odd.

#5

Krova
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Posted 30 September 2011 - 03:06 PM

This is not for potions.  That's a different thing; see Jeb's twitter for the potion table.
Anyway, where were we... I love the idea of enchantment!  So many possibilities!  I'm glad they're adding more things like this to the game.

Minecraft is best craft.Posted Image


#6

Mormon Partyboat

Posted 30 September 2011 - 03:17 PM

View PostKrova, on 30 September 2011 - 03:06 PM, said:

This is not for potions.

Duh ;)

View PostKrova, on 30 September 2011 - 03:06 PM, said:

Anyway, where were we... I love the idea of enchantment!  So many possibilities!  I'm glad they're adding more things like this to the game.
It'll be interesting to see how he keeps it random while somewhat directed.  Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for.  Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that?  Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments.  But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?

#7

Mormon Partyboat

Posted 30 September 2011 - 03:37 PM

Updated with picture.

#8

FireroseNekowolf
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Posted 30 September 2011 - 03:38 PM

I like it!

QUICK! BRING ME MY SWORD OF CREEPERBANE!
What happens when the Universe divides by zero?
It gets a result.

#9

parvomagnus
  • Location: TESTIFICATE

Posted 30 September 2011 - 03:41 PM

I hope this doesn't replace leveling entirely. Table does look nice though!

View PostFireroseNekowolf, on 30 September 2011 - 03:38 PM, said:

I like it!

QUICK! BRING ME MY SWORD OF CREEPERBANE!

p'shaw...I'm going to enchant a snow golem to throw creepers instead of snowballs.

#10

Mormon Partyboat

Posted 30 September 2011 - 03:41 PM

View PostFireroseNekowolf, on 30 September 2011 - 03:38 PM, said:

I like it!

QUICK! BRING ME MY SWORD OF CREEPERBANE!
With the way 1.9 is going, I think I'd prefer a sword of Endermanbane :(

#11

renadi
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Posted 30 September 2011 - 03:42 PM

View PostMormon Partyboat, on 30 September 2011 - 03:17 PM, said:

Duh ;)


It'll be interesting to see how he keeps it random while somewhat directed.  Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for.  Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that?  Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments.  But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?
agreed, this is why I liked the potion system so much, it wasn't random, there's gotta be a way to channel some kind of result...

#12

Mormon Partyboat

Posted 30 September 2011 - 03:51 PM

View Postrenadi, on 30 September 2011 - 03:42 PM, said:

agreed, this is why I liked the potion system so much, it wasn't random, there's gotta be a way to channel some kind of result...
With his recent tweet, there's a few things to pull out of there.  That you pick a spell means there'll be more than one, and there's a randomness to what spell creates what enchantment, but that it's a static connection.  

It may be similar to the old nethack method of a spell (like ZUBZ NO MO BURSEK) always correlating to the same effect, but you don't know what that effect is until you try it: you pick ZUBZ NO MO BURSEK and you get a fiery sword, and from then on that will always give you a fiery sword.

I hope the connection between spell and effect is randomized per world to ensure people have to experiment to see what's what.  Hopefully it won't be purely random.

#13

renadi
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Posted 30 September 2011 - 03:54 PM

View PostMormon Partyboat, on 30 September 2011 - 03:51 PM, said:

With his recent tweet, there's a few things to pull out of there.  That you pick a spell means there'll be more than one, and there's a randomness to what spell creates what enchantment, but that it's a static connection.  

It may be similar to the old nethack method of a spell (like ZUBZ NO MO BURSEK) always correlating to the same effect, but you don't know what that effect is until you try it: you pick ZUBZ NO MO BURSEK and you get a fiery sword, and from then on that will always give you a fiery sword.

I hope the connection between spell and effect is randomized per world to ensure people have to experiment to see what's what.  Hopefully it won't be purely random.

This I would love, with this -and- a decent potion we're crashing straight into awesome territory, not sure how I feel about random per world... I suppose I'd be fine with it so long as none of the effects can kill you haha, with potions it's another story x]

as an aside, my phone is not getting notch's tweets and this bothers me, this is a big time for minecraft and I'm nut updated the second something happens! lol

#14

Bindal
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Posted 30 September 2011 - 03:55 PM

View PostMormon Partyboat, on 30 September 2011 - 03:17 PM, said:

Duh ;)


It'll be interesting to see how he keeps it random while somewhat directed.  Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for.  Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that?  Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments.  But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?
Or it just is randomly choosen effect out of a small amount (all somewhat related) all the damn time per spell. As you can only upgrade three times.
For example, you can choose between "offensive" "defensive" "supporting" and "elementar".
Offensive could then be:
  • More damage
  • Adding chance of bleeding
  • Higher attack-rate
Defensive:
  • Take less damage when carring
  • Loose less armor
  • Slow health-regenration when under a specific amount of HP
Support:
  • Vampirsm (get health for damage)
  • More EXP
  • More range
Element:
  • Sets enemy on fire
  • Small explosion
  • freezes enemy for a moment

Every time you upgrade with a spell, you get one of those randomly (effect can stack. Having twice "more EXP" means you get twice as much bonus EXP than with just one).

Also I don't think, we won't know AT ALL what we get, but we get possible outcomes or hints.
(That, of course, was a list for a sword - tools might get other effects like longer duration or in case of pickaxe maybe able to break blocks you previously couldn't)

#15

Mormon Partyboat

Posted 30 September 2011 - 03:58 PM

View Postrenadi, on 30 September 2011 - 03:54 PM, said:

This I would love, with this -and- a decent potion we're crashing straight into awesome territory, not sure how I feel about random per world... I suppose I'd be fine with it so long as none of the effects can kill you haha, with potions it's another story x]
I mean like...lets say there are a total of 10 effects in game that you can enchant an item with.  Each of them is paired to a gibberish word that is a 'spell'.  There would be an experimentation factor in figuring out which 'spell' produces which effect.  That experimentation factor would absolutely disappear if it was always the same (OPEN SESAME always giving you +run speed), and it would be much more pronounced than the potion system because there is so 'little' experimentation that would need to be done to pull it off.

If it's randomized per world, it would bring that experimentation back.  And it wouldn't be a HUGE amount of experimentation to figure out what you're getting, assuming most of them are beneficial you'll probably want at least one of each of the beneficial ones.

Something that may be interesting is if you can enchant an item multiple times to create additional effects (like the potion system).

#16

Mormon Partyboat

Posted 30 September 2011 - 04:01 PM

Bah, turns out it's completely random.  I guess I'll have to wait to see what effects/method it's going to look like before throwing out more theories.

#17

Lucif
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Posted 30 September 2011 - 04:03 PM

Minecraft is getting better with every update, I hate people who say it's becoming like runescape
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#18

OddnAnswers
  • Location: The Ender

Posted 30 September 2011 - 04:08 PM

Ooh, I hope I get a better reaction when this comes out. :D Can't wait!
(a dumb question here, but will all these items be in the real/actual 1.9 release? if not, then i'll surely have the patience to wait)

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Trust me, never let a hoe plant your sugarcane.

#19

wintermuet
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Posted 30 September 2011 - 04:10 PM

The recipe looks like its gonna be this:

:Diamond: :cobblestone: :Diamond:  
:cobblestone: :tnt: :cobblestone:  
:Diamond: :cobblestone: :Diamond:  

:tnt: = book
This is, was, and always will be a sandbox fantasy RPG. Keyword: RPG.
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#20

scrubking

Posted 30 September 2011 - 04:12 PM

Why the hell would I waste time and resources enchanting something when I don't know that the hell it's getting enchanted with?

I swear Notch comes up with the dumbest ideas.