That's exactly the sort of thing Notch wants to avoid - making people carry around an inventory loaded with broken or partially used tools. I'd agree with him, that sounds like the opposite of fun to me.
I really don't think that would be the case with the anvil.
In most instances I am not going to carry around a nearly broken stone/iron pick I'm going to use them and when they break I will use the next pre-made stone/iron pick in my inventory. Usually I have no fewer than 5 on me at any given time.
Really tho if I was anywhere where repairing tools was going to be beneficial I would likley have a workplace set up somewhere nearby that included a workbench, multiple chests and a forge.
Where something like repairs are going to come in handy is going to be after you come back from exploring an abandoned mineshaft or the likes. Your armor is going to be beat to hell and instead of whipping out the 24ish diamonds it takes to make a new set, you can just toss it into the anvil with some resources and load some durability back onto it.
Where as for the same scenario to work with the combination method I have to cart around two separate sets of armor. It sorta works with tools but like I said, if I was ever in a situation where combination would be useful with tools, I probably have a work station set up within spitting distance and I'm going to have to go there to drop off mining resources anyhow.
I just really honestly feel the repair station/anvil is a much better solution.
Might still be interested in some sort of return from broken tools from iron on up. Say an Iron filing or a diamond shard that can either be directly used with the anvil to repair similar gear or combined to create an ingot or diamond.
Really tho if I was anywhere where repairing tools was going to be beneficial I would likley have a workplace set up somewhere nearby that included a workbench, multiple chests and a forge.
I tend to have a central location with all my chests and other resources, my mines might extend half a kilometer out from there. Each time I get a pair of used items I'd like to repair into a full refurbished one, I don't want to have to walk/ride back to my base. I wouldn't want half a dozen of these forges set up all over my mines either. Mashing them together in the 2x2 inventory grid seems fine.
Minecraft has never seemed like it was supposed to have a desperately rare resource system in which I need to feel the pressure to go out of my way to save every scrap of mineral.
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More Ocean Life: Kelp, Coral, Crabs and Jellyfish; Coconut Palm trees for beaches and islands. Terrain Generation Changes: Which biomes and world-building features are most in need of change?
When I first played, tools in multiplayer could be repaired for free. You just threw the tool out of your inventory, and picked it up again.
Honestly, I cried a little when that bug was fixed. It's not that I want Minecraft to be easier, but as far as challenges go, item durability is a pretty crappy (low budget) challenge. The easier repair will be, the better for the game in the long run, so I voted "no table".
I really don't think that would be the case with the anvil.
In most instances I am not going to carry around a nearly broken stone/iron pick I'm going to use them and when they break I will use the next pre-made stone/iron pick in my inventory. Usually I have no fewer than 5 on me at any given time.
Really tho if I was anywhere where repairing tools was going to be beneficial I would likley have a workplace set up somewhere nearby that included a workbench, multiple chests and a forge.
Where something like repairs are going to come in handy is going to be after you come back from exploring an abandoned mineshaft or the likes. Your armor is going to be beat to hell and instead of whipping out the 24ish diamonds it takes to make a new set, you can just toss it into the anvil with some resources and load some durability back onto it.
Where as for the same scenario to work with the combination method I have to cart around two separate sets of armor. It sorta works with tools but like I said, if I was ever in a situation where combination would be useful with tools, I probably have a work station set up within spitting distance and I'm going to have to go there to drop off mining resources anyhow.
I just really honestly feel the repair station/anvil is a much better solution.
Might still be interested in some sort of return from broken tools from iron on up. Say an Iron filing or a diamond shard that can either be directly used with the anvil to repair similar gear or combined to create an ingot or diamond.
I tend to have a central location with all my chests and other resources, my mines might extend half a kilometer out from there. Each time I get a pair of used items I'd like to repair into a full refurbished one, I don't want to have to walk/ride back to my base. I wouldn't want half a dozen of these forges set up all over my mines either. Mashing them together in the 2x2 inventory grid seems fine.
Minecraft has never seemed like it was supposed to have a desperately rare resource system in which I need to feel the pressure to go out of my way to save every scrap of mineral.
Terrain Generation Changes: Which biomes and world-building features are most in need of change?
Honestly, I cried a little when that bug was fixed. It's not that I want Minecraft to be easier, but as far as challenges go, item durability is a pretty crappy (low budget) challenge. The easier repair will be, the better for the game in the long run, so I voted "no table".