Balancing Gold Tools/Armor! Multiple Methods to Choose from! Vote for Your Favorite! [UPDATED: 4/17/15]
Poll: Should This be Added?
Ended Dec 31, 2015
Poll: Which Parts (if any) Do You Like?
Ended Dec 31, 2015
Poll: Which Parts (if any) Do You Dislike?
Ended Dec 31, 2015
Balancing Gold Tools/Armor! Multiple Methods to Choose from! Vote for Your Favorite! [UPDATED: 4/17/15]
Note: This suggestion is about making gold tools and armor better, not gold in general.
Overview:
So as of right now, gold is basically a useless material for armor and tools due to the incredibly low durability. This suggestion is intended as an incentive for gold to actually be used (specifically in late-game).
Gold is actually a rather unique material tier, and has both pros and cons. Unfortunately the cons currently far outweigh the pros (the reasoning for this suggestion). Here are some of gold's pros and cons:
Pros:
Cons:
The Suggestion:
I propose that in order to better balance the pros and cons of gold, we buff one of its few pros; the enchanting system. There are multiple ways I can see this being done, so please give some feedback on which you guys like
please keep in mind that I myself do not necessarily agree with each of the following options, yet I felt it right to add all of them nonetheless
Unique Enchantments:
The gold tier could have enchantments that could not be achieved on any other tier. I can't say exactly what those enchantments would be, but there would probably be about 1 for every tool and piece of armor, maybe less.
I'll go more into detail about the enchantments if this method gets some support.Ok, so (as of me writing this) 54.2% of you like this, so I'll add in some of these "unique enchantment" things in the spoiler below ;(if I write "noname" that means I haven't thought of a name for the enchantment, but just pretend it's there )
Gold Plating: *Can only be applied to armor* Instead of the armor's protection going down as the durability goes down, the protection would go up. I'm not up to date enough with the 1.9 system to know if making it directly inverse would be a large mistake, but it's a possibility. Cost pending
Overpowered: *pickaxe only* level I allows a gold pickaxe to break all the blocks an iron pickaxe can.
Level II allows a gold pickaxe to break all the blocks a diamond pickaxe can. Cost: around 16 levelsPierce: *sword only* allows the sword to ignore pecentages of the enemy's armor points. Would have 3 tiers. I: ignores 2 armor points. II: ignores 3 armor points. III: ignores 4 armor points. each tier has a 60% chance of working. (Im also considering making the chance of working change rather than the armor ignored, so tell me if you like that better)Cost: 3-5 levels
Blaze-Infusion: when you mine a block, it will automatically turn it into the smelted version of that block. For example, if you broke an oak log with an axe enchanted with Auto-Smelt, you would get 1 charcoal. It would also work with sand, giving you glass. And if you broke cobblestone you would get smooth stone. If you mined a potato with a hoe enchanted with this, it would be a cooked potato (but would use hoe durability equal to that of tilling 1 block). Clay would give 4 brick items rather than 4 clay items. If there are any others that I missed, assume it would work, but if you still don't know just ask and I'll clarify! (This one may be unbalanced, so let me know!)
Midas: basically looting, but it works for XP rather than drops. Would have 3 levels, with the same luck increases as looting (I'll have to look that up). Lvl 1: 150% XP for tools and swords. Lvl 2: 300% XP for tools, 200% XP for swords. Lvl 3: 500% XP for tools, 300% XP for swords. (tools works on mining ores). *Cannot be put onto a tool that has either looting or fortune* Cost pending.
All above enchantments' names suggested by Karkarox.
Crack: *Can be applied to a pickaxe* basically it makes it so that if you're attacking with a pickaxe, you do increased damage to another player's armor (however regular damage is unaffected). So you're decreasing the durability at a faster rate.
Alchemy Affinity: *can be applied to armor* increases the time positive potions affect you and decreases the time negative potions affect you (for harming and healing it just changes the amount of hearts hurt/healed). For level I, each piece of armor with this will be a 3% buff/nerf (so 12% with a full set). Level II will be a 6% change for each piece of armor (so 24% total).
(This section is a work in progress, so it will take me a bit to add a good amount of enchantments into here, so please try to bare with me)
Higher Level Caps for Enchantments:
The gold tier would now be able to reach higher levels of regular enchantments, while the other tiers would stay the same. For example; while right now all swords can only reach up to Sharpness V (5), gold swords would be able to reach Sharpness VII (7), while the other tiers would keep the standard level caps. This could apply to all enchantments (that make sense, not things like silk touch), with the level cap being increased by 1 or 2 depending on the enchantment. And it is of course a possibility that some enchantments would keep their original level caps.
DrWeegee tested out a bunch of the increased caps, I'll put what he got in this spoiler:
By DrWeegee:
"Overall, tools with unbreaking 7 seem to last about as long as unenchanted iron tools, except pickaxes.
Looting 5 seems a tad bit over powered, giving me ~40-45 bones ~30-40 arrows for every 10 skeletons.
Looting 4 seems a bit more balanced with ~25-32 bones and ~20-30 arrows every 10 skeletons.
Golden pickaxes with efficiency 7 and unbreaking 7 last a very short time, but produce about 4-6 stacks of cobble in that time, and the mining speed is beautiful.
Knockback III is +9 blocks knockback, and that might be just a tad bit over powered, heck, knockback 1 and 2 can probably be considered overpowered in some cases.
Sharpness 7 IS less than sharpness 5 diamond sword, but will still kill most things in the same amount of hits.
Sharpness 7, unbreaking 7, looting 4/5 gold swords are arguably better than diamond swords with the same enchants at their max cap.
Protection 6 golden armor is just slightly worse than protection 3 diamond armor. (3 hits from zombie to lose 1/2 heart as opposed to diamond's 4 hits)"
(If you'd like to see the original post, it's on page 4)
Increased Enchantment Capacity:
Right now, a tool or piece of armor can only have a certain amount of enchantments on it. So you can't give your diamond sword Bane of Arthropods, Sharpness, Smite, Fire Aspect, Knockback, and Unbreaking all at once. I propose that if you were using gold you could do that. Or you could at least get more enchantments on it than you can currently.
Lowered Repair Cost/Cap:
Currently gold costs an immense amount of experience to sustain, due to the low durability. I propose either lowering the rate at which the repair cost increases, or lowering the Maximum cost so that you could repair indefinitely. Or a mixture of the two.
Broccoli_Monkey made a chart showing what I mean, I'll put the picture in this spoiler:
By Broccoli_Monkey:
The blue line represents repairing now, and the yellow line represents how repairing gold tools would work.
(If you can't see it clearly enough, right click the image and select "open in new tab." Or check out Broccoli_Monkey's post below)
Increased Durability:
I propose increasing the durability of gold tools, eliminating one of it's most crippling cons. Currently it is slightly above half of the durability of wood, so instead I would suggest having it about halfway between wood and stone tools. That way, it's still plenty low on durability, but not quite as bad.
Letting Gold Pickaxes Break Iron and/or Diamond Ore:
I propose letting gold pickaxes break iron , and possibly diamond ore . Right now gold can break neither of these, and therefore if you ever go mining it's necessary to bring an iron pickaxe with you to break any iron or diamond ore you might find. This would solve that problem, and make using gold tools less of a drawback.
Negating the 1.9 Durability System for Gold Armor:
I understand that suggesting that we simply remove something that is being added in a major update sounds like I'm just lashing out with my opinion, but hear me out. If gold armor didn't make you worry about the durability, it would balance out the fact that gold doesn't last as long quite nicely. Low durability, but you don't have to worry about that durability. Especially since, with this applied to gold armor it would make it even less desirable than it already is, since it's protection would rapidly whittle down to nothing. (If I got any of my information wrong, I apologize feel free to correct me. I prefer not to keep up with major updates, so as to give myself a nice big surprise. But I did the best I could to look into the new durability system)
Concerns:
Unique Enchantments:
With this in the game, enchanted books could be problematic. If it were to be made possible to get the gold-specific enchantments on a book, then when the book was used on a non-gold item, it would apply all enchantments not specific to gold. If the book has only gold-specific enchantments, then it would no be possible to apply to an item.
Increased Level Caps for Enchantments:
Once again, enchanted books could be a problem. However, I once again suggest that when using a book enchanted with an enchantment level that can only be achieved on gold tools, it would simply give the best level that it can to the tool being enchanted.
Increased Enchantment Capacity:
(None, for the moment)
Lowered Repair Cost/Cap:
In combination with other suggestions listed here, this could make gold tools very overpowered.
Increased Durability:
In combination with other suggestions listed here, this could make gold tools very overpowered.
Letting Gold Pickaxes Break Iron and/or Diamond Ore:
(None, for the moment)
Negating the 1.9 Durability System for Gold Armor:
(None, for the moment)
Let Me Know!
If you have any concerns about any of these things, feel free to let me know! Even if I disagree, I'll add it to the list And if you've already told me some concerns and I've just forgotten, just yell at me some and I'll probably remember to add it in
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A big thankyou to everyone who helped out with this suggestion! (If I forget anyone, be sure to let me know)
So please, take the time to post your support (or critique) below, as both are greatly appreciated. And if you could take the time to vote on my polls, that would help me get a better picture on which ideas I should keep, and which I should drop. Thanks for reading, you are all beautiful people
TL;DR PEOPLE: It's not even that long, go read the entire post so lazy...
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
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I like the idea, but perhaps it should only be limited to I instead. Believe me, using Level 7 Sharpness or Level 3 Knockback is quite powerful. It's interesting and has potential. But my main concern is what would the be the average stats given for these tools, depending if they are a little too much to use.
Partial support.
Level 7 sharpness would pack quite a punch, but remember that gold swords have the attack damage of a wooden sword. I'm pretty sure that's still plenty less powerful than a sharpness 5 diamond, or maybe even iron sword. But I wasn't going for you'd use a gold sword just for that one enchantment, but because it would be much easier to get that mix of really good enchantments, that make it less of a hassle and easier to deal with than diamonds.
Still though, I'm definitely willing to change how much the levels are increased by. Maybe they could all only go up by one level. Maybe some could go up by 1, some go up by 2. It's all up to everyone on the forums, so I'll put in another poll now. Thanks for your input!
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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First of all, gold tools are actually faster than diamond tools.
I don't really think this would be worth it, since one or two enchantment levels is not enough to make up for the durability or damage on the items. For efficiency, it just doesn't seem viable to enchant the tools with Efficiency 6 and 7, since the tools break so fast anyways. Honestly, gold tools will never be useful as long as they have low durability, and it's obvious that Mojang won't change it after so long.
Perhaps the experience needed to repair/add enchantment should also lessen as well, but to a balanced minimum amount. I like this idea you brought up as well.
Good idea but make this enchantments unable to be obtained on books.
70% Support.
I was in fact considering that complication. I was thinking maybe they could still be obtained on books, and if you used them on the other tool/armor tiers they would just do the highest level for that tier (and if it was a unique enchant it just wouldn't have an output in the anvil).
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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Responses in Bold. Thanks for your input, it means a lot!
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
I like this idea as well, since after all getting awesome enchantments doesn't matter much on such a low durability tool, especially if you can't repair it without wasting tons of experience. Do you guys think the cost should just not go up, or just go up at a much lower rate?
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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if you add other level of sharpness able to be used on a diamond sword the pvp will get unfair.
Also what about unbreaking IV and V? for gold tools.
I don't think you got my point.
Gold tools are useless because of their low durability. There is absolutely no reason to use them over diamond tools, since the maintenance of the tools is more than worth it. Just finding the materials takes long enough, but even if you had the luxury of all the gold you could want, you can't get enough XP to keep them alive/re-enchant in a reasonable amount of time, even with a mob farm. Mojang won't change the durability, so there is nothing that gold tools can ever offer to the player rather than a pointlessly expensive luxury item that, in most cases, wouldn't even be much of a luxury.
Thats why he is giving this suggestion i dont find something bad on adding new levels to just gold tools but they only have to stay on those tools.
The only way to do it would be to have gold enchantments and repairs free of cost. But i don't like gold so... no support. Sorry
I get what you're saying. And I get that you know what I'm saying too. The problems you're pointing out are the ones that I am attempting to get around. Of course it will still be unjustified to use gold tools, diamond tools are much more durable and not even slow at all. But I'm still trying to get it as that luxury. With modifications to the repairing system's experience use, the experience problem could be solved. And plenty of people have tons of gold stored away, especially after a single visit to an ocean monument.
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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Like I said though, they're not going to a luxury since the maintenance required would be more than enough to offset the better enchantments.
Gold swords have such low damage, that even with sharpness VII they would be less powerful than a diamond sword with sharpness V. And of course it's not just efficiency and sharpness that would be included, so yeah unbreaking IV and V would be a thing
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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That's sort of what a luxury is. It's not worth it, but you want it anyway
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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I think I get what you mean, it increases like normal, but stops when it gets to a certain cost?
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
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thats wrong. luxury is meant to be worth it. thats why it is a luxury.
Well then would indulgence be a better word? Even though I'm pretty sure that's what luxury means. But even if it isn't y'all know what I mean.
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously