Due to the prevalence of topics related to new weapon types and a relative lack (Warcraft being the other) lack of weapon enchanting, I would like to extrapolate on this idea and hopefully come to a happy medium.
Since this idea is referenced around permanently altering the state of a weapon; I want people to focus on balance issues; possible overpowering, tweaking, and others. I already understand that some of you are opposed to the idea, which is fine. But in the interest of hearing all voices, I have reposted enchanting, as I have made in the companion thread, with the hopes of improving it.
Again, I thank you all for your time in reading and hope to hear some debate.
[DISC] update: This topic is now currently a discussion, as the subject matter is raw and balances must be made. Statements like "do not support" are valid, but am looking more for balance mechanics, changes, tweaks, etc. If you do not support it, what changes to the system would encourage you to support it?
Finally, weapon enchanting will be based off of an item known as the philosopher's stone. If enchanting is not wanted in SSP, don't make the stone. If enchanting is not wanted in SMP, restrict it so the stone cannot be crafted. Enchanting
Placing a permanent situational ability on a weapon.
-----------------------------------------------------------------------------
Enchanting requires a reagent and philosopher's stone to complete.
The philosopher's stone is an alchemical holy grail which is said to alone defy the first and second laws of thermodynamics. In Minecraft, it is a 1 block tall alter which opens a dialog for enchanting.
Seeing as it's made from impossibility and possibility, it requires all of the elements of enchanting.
In any order: is redstone is lapis lazuli is netherrack is clay is glowstone
When the alter is created, a dialog window (akin to ) opens up with inputs for the selected weapon, reagent, and output.
BALANCE MECHANICS
Balance is a two-fold process in this context. I not only want the items to be balanced in terms of gameplay and functionality; I also want them to be balanced between their brethren. I want a player to be able to look at any of the 8 enchantments and see reasons for having any of them at any time. The balance comes in the fact that you can't have multiple enchanted blades at a time, but you are limited to a maximum of 1 at any time.
[*:3c9e00gj]The weapon's durability will be irrecoverably damaged to a point equal to durability 1 tier below.
[*:3c9e00gj]Wooden weapons cannot be used because of this. Gold weapons also cannot be enchanted.
[*:3c9e00gj]The weapon can only be enchanted once.
[*:3c9e00gj]Unless otherwise stated, these enchanted weapons deal no damage.
[*:3c9e00gj]Any attack at all counts as an improper use of the weapon.
[*:3c9e00gj]If an enemy is hit with an effect, it is immune to all enchantments afterward.
[*:3c9e00gj]You can only have 1 enchanted weapon at a time.
[*:3c9e00gj]Attempting to make another weapon while enchanted weapon still exists will give an error message (no inventory hiding or chest-hiding).
[*:3c9e00gj]Enchanted weapons, when dropped, can only be picked up by the enchanter (they're soul-bound)
[*:3c9e00gj]Any effect seen only occurs while the weapon is held.
[*:3c9e00gj]Bows are not enchantable, neither are arrow. Guns, shotguns, lasers, obsidian tools, and toilets won't be enchantable either.
POSSIBLE BALANCE ISSUES
This suggestion is nowhere near perfect, I can see some potential problems with a few aspects of the suggestion; but want to confer with the forum instead of striking them or updating them.
[*:3c9e00gj]Effectiveness jumps from iron to diamond is too linear. This leans toward a preference of iron swords opposed to diamond swords. Perhaps diamond's effectiveness with various enchantments should be increased significantly? Perhaps they are where they should be?
[*:3c9e00gj]Some of the enchantment reagents are more common than others. Perhaps having these enchantments only last a period of time? Perhaps requiring more of the more-accessible reagents?
[*:3c9e00gj]You'll notice a lot of penalties associated with the death enchantment. This is not because it is "cursed" but because it's on-use ability is so powerful. There has to be plenty of thorns to balance the insane positive effects this sword can bring.
[*:3c9e00gj]Other abilities have larger penalties and bonuses than others. In all cases, I try my best to balance these so there is a "good" reason to want any of them. Some of these may be TOO good.
Reagents and their effects
When looking at the items below, you may notice that a good number prefer defensive play as options to get away. Most should function effectively as a swap-in for a normal weapon. I will label my intended usage as: defensive, utility, offensive
Redstone - Lightning
ABILITY: Lightning incurs the stun attack.
[*:3c9e00gj]Stone - 1 second stun
[*:3c9e00gj]Iron - 2 second stun
[*:3c9e00gj]Diamond - 3 second stun
BONUS: Right-clicking on a block gives it 5 light for 3 seconds.
PENALTY: Casting light counts as an improper use and can only be used once per day(night).
[] [] [] [] [] [] [] [] [] [] Lapis Lazuli - Ice
ABILITY: Ice incurs the chill attack.
[*:3c9e00gj]Stone - slows by 25% for 3 seconds.
[*:3c9e00gj]Iron - slows by 40% for 4 seconds.
[*:3c9e00gj]Diamond - slows by 50% for 5 seconds.
BONUS: You do not slip on ice.
PENALTY: Fire hurts a lot more. So does lava. (double damage per tick)
[] [] [] [] [] [] [] [] [] [] Netherrack - Fire
ABILITY: Sword does damage equal to a weapon 1 tier below.
ABILITY: Chance to immolate enemies.
[*:3c9e00gj]Stone - 10% chance to catch enemy on fire.
[*:3c9e00gj]Iron - 25% chance to catch enemy on fire.
[*:3c9e00gj]Diamond - 50% chance to catch enemy on fire.
BONUS: Receive half damage from fire and lava.
PENALTY: Enemy damage is increased.
OTHER: Melts ice and snow.
[] [] [] [] [] [] [] [] [] [] Clay - Earth
ABILITY: Sword deals damage equal to a weapon 1 tier below.
ABILITY: Polymorph
[*:3c9e00gj]Stone - 5% chance to change mob into a chicken (with chicken drops, you do not get what it would've had.)
[*:3c9e00gj]Iron - 10% chance to change mob into a chicken
[*:3c9e00gj]Diamond - 15% chance to change mob into a chicken.
BONUS: Increases jump height by 1 meter
BONUS: increases fall distance minimum by 3 meters (less fall damage)
BONUS: increases movement speed by 25%.
PENALTY: Water drains oxygen faster and will drain even if surfaced.
PENALTY: Can not jump while in water (you're as heavy as a rock)
PENALTY: Decreased movement speed by 25% while in water or lava.
[] [] [] [] [] [] [] [] [] [] Glowstone - Light
ABILITY: Attack will calm spiders and "disarm" hit creepers.
[*:3c9e00gj]Stone - calms and disarms for 1 second (RUN!!!)
[*:3c9e00gj]Iron - calms and disarms for 2 seconds (YOU SHOULD STILL RUN!!!)
[*:3c9e00gj]Diamond - calms and disarms for 3 seconds (DITTO!!!)
BONUS: Radiance, right-click to blind enemies within 3 meters as though the sun. Mobs that can catch on fire will.
PENALTY: This can only be used once per day. 1 use breaks stone, 2 breaks iron, 3 breaks diamond.
[] [] [] [] [] [] [] [] [] [] Obsidian - Dark
ABILITY: Dark type attacks will terrify the enemy
[*:3c9e00gj]Stone - Enemy runs away for 2 seconds.
[*:3c9e00gj]Iron - Enemy runs away for 4 seconds.
[*:3c9e00gj]Diamond - Enemy runs away for 7 seconds.
BONUS: ULTRAVISION - you see everything as though there was +1 light.
PENALTY: This means everything. The sun will be painfully bright.
[] [] [] [] [] [] [] [] [] [] Raw Porkchop - Life (I need a... better... reagent than this, like rarer and still life-ish)
ABILITY: Attacking will have a regenerative effect.
[*:3c9e00gj]Stone - Restores 2 life over 10 seconds. 20 second cooldown. 15 casts before item is destroyed.
[*:3c9e00gj]Iron - Restores 2 life over 8 seconds. 20 second cooldown. 25 casts before item is destroyed.
[*:3c9e00gj]Diamond - Restores 2 life over 5 seconds. 20 second cooldown. 50 casts before item is destroyed.
BONUS: BOON: Right-click to cause all grassy soil within a 5 meter RADIUS to have a 30% chance to spawn a flower or mushroom.
PENALTY: One use per day; cannot be used at night; counts as 10 regenerative effects.
[] [] [] [] [] [] [] [] [] [] Bone - Death CURSED WEAPON
ABILITY: Deals no damage, or deals critical damage.
[*:3c9e00gj]Stone - 50% chance to do 15 damage.
[*:3c9e00gj]Iron - 52% chance to do 20 damage.
[*:3c9e00gj]Diamond - 55% chance to do 30 damage(instant kill).
BONUS: Resilience - If an enemy would bring you below 1 health, you will remain at 1 health.
PENALTY: This weapon cannot be used if the player is below 3 health(1.5 hearts)
PENALTY: Resilience can only be used once per day.
PENALTY: All uses (including misses) will deal 1 damage to attacker.
I always feel like people try to make this type of thing too complex. I kept my idea to a simple "build furnace out of gold, gold items can be run through it to enchant them (use glowstone/redstone dust/netherrack as fuel)"
It gives gold an obvious use that isn't inherently overpowered(due to the gold still retaining its standard durability and strength weaknesses), fills the tier level between iron and diamond, and gives access to a bunch of special abilities that wouldn't make sense without enchantments.
I see your point. I'll check out your thread and see what's going on within it.
Checking out your original post, it looks like you have a lot of stuff going on with your idea. It looks like it's going in a similar but different direction than this idea (where yours is enchantment of everything, mine is the enchantment of a single weapon.)
My worry on your idea is that it basically begs the user to enchant it for the increased effectiveness. Still, I like where you're going. Perhaps we can work together and help improve each other's ideas.
Table Of Contents
About
Introduction
Balance Mechanics
Possible balance issues
Details of various items
Quoted agreements and disagreements
ABOUT
Due to the prevalence of topics related to new weapon types and a relative lack (Warcraft being the other) lack of weapon enchanting, I would like to extrapolate on this idea and hopefully come to a happy medium.
Since this idea is referenced around permanently altering the state of a weapon; I want people to focus on balance issues; possible overpowering, tweaking, and others. I already understand that some of you are opposed to the idea, which is fine. But in the interest of hearing all voices, I have reposted enchanting, as I have made in the companion thread, with the hopes of improving it.
Again, I thank you all for your time in reading and hope to hear some debate.
[DISC] update: This topic is now currently a discussion, as the subject matter is raw and balances must be made. Statements like "do not support" are valid, but am looking more for balance mechanics, changes, tweaks, etc. If you do not support it, what changes to the system would encourage you to support it?
Finally, weapon enchanting will be based off of an item known as the philosopher's stone. If enchanting is not wanted in SSP, don't make the stone. If enchanting is not wanted in SMP, restrict it so the stone cannot be crafted.
Enchanting
Placing a permanent situational ability on a weapon.
-----------------------------------------------------------------------------
Enchanting requires a reagent and philosopher's stone to complete.
The philosopher's stone is an alchemical holy grail which is said to alone defy the first and second laws of thermodynamics. In Minecraft, it is a 1 block tall alter which opens a dialog for enchanting.
Seeing as it's made from impossibility and possibility, it requires all of the elements of enchanting.
In any order:
When the alter is created, a dialog window (akin to
BALANCE MECHANICS
Balance is a two-fold process in this context. I not only want the items to be balanced in terms of gameplay and functionality; I also want them to be balanced between their brethren. I want a player to be able to look at any of the 8 enchantments and see reasons for having any of them at any time. The balance comes in the fact that you can't have multiple enchanted blades at a time, but you are limited to a maximum of 1 at any time.
[*:3c9e00gj]The weapon's durability will be irrecoverably damaged to a point equal to durability 1 tier below.
[*:3c9e00gj]Wooden weapons cannot be used because of this. Gold weapons also cannot be enchanted.
[*:3c9e00gj]The weapon can only be enchanted once.
[*:3c9e00gj]Unless otherwise stated, these enchanted weapons deal no damage.
[*:3c9e00gj]Any attack at all counts as an improper use of the weapon.
[*:3c9e00gj]If an enemy is hit with an effect, it is immune to all enchantments afterward.
[*:3c9e00gj]You can only have 1 enchanted weapon at a time.
[*:3c9e00gj]Attempting to make another weapon while enchanted weapon still exists will give an error message (no inventory hiding or chest-hiding).
[*:3c9e00gj]Enchanted weapons, when dropped, can only be picked up by the enchanter (they're soul-bound)
[*:3c9e00gj]Any effect seen only occurs while the weapon is held.
[*:3c9e00gj]Bows are not enchantable, neither are arrow. Guns, shotguns, lasers, obsidian tools, and toilets won't be enchantable either.
POSSIBLE BALANCE ISSUES
This suggestion is nowhere near perfect, I can see some potential problems with a few aspects of the suggestion; but want to confer with the forum instead of striking them or updating them.
[*:3c9e00gj]Effectiveness jumps from iron to diamond is too linear. This leans toward a preference of iron swords opposed to diamond swords. Perhaps diamond's effectiveness with various enchantments should be increased significantly? Perhaps they are where they should be?
[*:3c9e00gj]Some of the enchantment reagents are more common than others. Perhaps having these enchantments only last a period of time? Perhaps requiring more of the more-accessible reagents?
[*:3c9e00gj]You'll notice a lot of penalties associated with the death enchantment. This is not because it is "cursed" but because it's on-use ability is so powerful. There has to be plenty of thorns to balance the insane positive effects this sword can bring.
[*:3c9e00gj]Other abilities have larger penalties and bonuses than others. In all cases, I try my best to balance these so there is a "good" reason to want any of them. Some of these may be TOO good.
Reagents and their effects
When looking at the items below, you may notice that a good number prefer defensive play as options to get away. Most should function effectively as a swap-in for a normal weapon. I will label my intended usage as:
ABILITY: Lightning incurs the stun attack.
[*:3c9e00gj]Stone - 1 second stun
BONUS: Right-clicking on a block gives it 5 light for 3 seconds.[*:3c9e00gj]Iron - 2 second stun
[*:3c9e00gj]Diamond - 3 second stun
PENALTY: Casting light counts as an improper use and can only be used once per day(night).
[] [] [] [] [] [] [] [] [] []
ABILITY: Ice incurs the chill attack.
[*:3c9e00gj]Stone - slows by 25% for 3 seconds.
BONUS: You do not slip on ice.[*:3c9e00gj]Iron - slows by 40% for 4 seconds.
[*:3c9e00gj]Diamond - slows by 50% for 5 seconds.
PENALTY: Fire hurts a lot more. So does lava. (double damage per tick)
[] [] [] [] [] [] [] [] [] []
ABILITY: Sword does damage equal to a weapon 1 tier below.
ABILITY: Chance to immolate enemies.
[*:3c9e00gj]Stone - 10% chance to catch enemy on fire.
BONUS: Receive half damage from fire and lava.[*:3c9e00gj]Iron - 25% chance to catch enemy on fire.
[*:3c9e00gj]Diamond - 50% chance to catch enemy on fire.
PENALTY: Enemy damage is increased.
OTHER: Melts ice and snow.
[] [] [] [] [] [] [] [] [] []
ABILITY: Sword deals damage equal to a weapon 1 tier below.
ABILITY: Polymorph
[*:3c9e00gj]Stone - 5% chance to change mob into a chicken (with chicken drops, you do not get what it would've had.)
BONUS: Increases jump height by 1 meter[*:3c9e00gj]Iron - 10% chance to change mob into a chicken
[*:3c9e00gj]Diamond - 15% chance to change mob into a chicken.
BONUS: increases fall distance minimum by 3 meters (less fall damage)
BONUS: increases movement speed by 25%.
PENALTY: Water drains oxygen faster and will drain even if surfaced.
PENALTY: Can not jump while in water (you're as heavy as a rock)
PENALTY: Decreased movement speed by 25% while in water or lava.
[] [] [] [] [] [] [] [] [] []
ABILITY: Attack will calm spiders and "disarm" hit creepers.
[*:3c9e00gj]Stone - calms and disarms for 1 second (RUN!!!)
BONUS: Radiance, right-click to blind enemies within 3 meters as though the sun. Mobs that can catch on fire will.[*:3c9e00gj]Iron - calms and disarms for 2 seconds (YOU SHOULD STILL RUN!!!)
[*:3c9e00gj]Diamond - calms and disarms for 3 seconds (DITTO!!!)
PENALTY: This can only be used once per day. 1 use breaks stone, 2 breaks iron, 3 breaks diamond.
[] [] [] [] [] [] [] [] [] []
ABILITY: Dark type attacks will terrify the enemy
[*:3c9e00gj]Stone - Enemy runs away for 2 seconds.
BONUS: ULTRAVISION - you see everything as though there was +1 light.[*:3c9e00gj]Iron - Enemy runs away for 4 seconds.
[*:3c9e00gj]Diamond - Enemy runs away for 7 seconds.
PENALTY: This means everything. The sun will be painfully bright.
[] [] [] [] [] [] [] [] [] []
ABILITY: Attacking will have a regenerative effect.
[*:3c9e00gj]Stone - Restores 2 life over 10 seconds. 20 second cooldown. 15 casts before item is destroyed.
BONUS: BOON: Right-click to cause all grassy soil within a 5 meter RADIUS to have a 30% chance to spawn a flower or mushroom.[*:3c9e00gj]Iron - Restores 2 life over 8 seconds. 20 second cooldown. 25 casts before item is destroyed.
[*:3c9e00gj]Diamond - Restores 2 life over 5 seconds. 20 second cooldown. 50 casts before item is destroyed.
PENALTY: One use per day; cannot be used at night; counts as 10 regenerative effects.
[] [] [] [] [] [] [] [] [] []
ABILITY: Deals no damage, or deals critical damage.
[*:3c9e00gj]Stone - 50% chance to do 15 damage.
BONUS: Resilience - If an enemy would bring you below 1 health, you will remain at 1 health.[*:3c9e00gj]Iron - 52% chance to do 20 damage.
[*:3c9e00gj]Diamond - 55% chance to do 30 damage(instant kill).
PENALTY: This weapon cannot be used if the player is below 3 health(1.5 hearts)
PENALTY: Resilience can only be used once per day.
PENALTY: All uses (including misses) will deal 1 damage to attacker.
Quoted Agreements:
<none>
Quoted Disagreements:
<none>
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It gives gold an obvious use that isn't inherently overpowered(due to the gold still retaining its standard durability and strength weaknesses), fills the tier level between iron and diamond, and gives access to a bunch of special abilities that wouldn't make sense without enchantments.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Checking out your original post, it looks like you have a lot of stuff going on with your idea. It looks like it's going in a similar but different direction than this idea (where yours is enchantment of everything, mine is the enchantment of a single weapon.)
My worry on your idea is that it basically begs the user to enchant it for the increased effectiveness. Still, I like where you're going. Perhaps we can work together and help improve each other's ideas.
Thanks for the input though.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)