First of all, this would be a massive overhaul that would change the tool and weapon system almost completely and I don’t expect people to agree. This is more of an idea that I’m interested in seeing what people thought. It might be cool if Minecraft used an RPG style of weapon crafting. You use all sorts of items as components to make your own unique weapon with its own unique stats. And no, this will not add massive amounts of new tools or tool types to the creative inventory because you make the yourself, like using enchantment books.
So lets say, you craft an iron pickaxe. You’d use some sort of forge or overhauled anvil, and using components (wood, red stone, slimeballs, rotten flesh, etc.), you may give your weapon new aspects or make it more efficient in certain things. Enchanting books will still be around, but they will either A) Give you an aspect to start off with (aka the aspect can’t be gotten through forging and requires a book) or B:) become far rarer, as it would automatically give you an aspect. For (VERY rough) example:
Iron Pickaxe forged with:
- x10 blaze rods - Smelting Aspect 1 - Smelts 10% of all ores (iron, gold) when mined. To level up Smelting Aspect, you must forge 20 more blaze rods onto the pickaxe to go to the next level. Max of 25% of autosmelting
- x10 gunpowder - Explosive Aspect 1 - 10% of the time, the block will automatically be mined without having to wait to mine it up. Max of 20% of auto mining
- x10 iron - Increased durability by 50. Max increase durability of 200, iron requirements increase each time.
- Effeciency 1 enchanting book - Gives Effeciency 1 to your pickaxe automatically without components, requires 20 more iron or an enchantment book to upgrade
Or a fishing rod:
- x64 slimeballs - Sticky Hold - Fishing poles will grab onto far off items and pull them in, allowing you to grab items from across gaps and pits.
- x64 salmon - Salmon Hunter - Improves chances of catching salmon by 15%
- x15 gold - Luck of the Sea 1 - gives the Luck of the Sea enchament without a book. Level can be increased with more gold or a Luck of the Sea enchament.
Or a sword:
- x20 blaze rods - Fire Aspect 1 - requires x30 more blaze rods for Fire Aspect 2
- x10 iron and x20 flint (closest thing to whetstones) - Sharpness 1
- x10 spidereyes - Bane of Athropods 1
Rough ideas off the top of my head, probably not balanced but you get the idea. Levels or components can be used to level up weapons, for a max level of says 5 or 10, making weapons do more damage.
Adding an RPG element to the game might make weapons and tools ore fun to mess around with, versus what you normally do, which is stand around and fish or get a stroke of luck in a structure. Granted, things like Melding or Unbreaking should probably stay rare books, but other enchantments, if not more, could just become forge aspects. The rarity of enchantment books wouldn’t be dumbed down because the amount of items you need would make up for it. It also wouldn’t break the game either, no aspect could go past what normal enchament already offer. It’d make materials much more valuable in use just by having this, and encourage you to collect more (and encourage you to use unwanted materials).
Feel free to tweak it completely, like to say, this is off the top of my head, but I think an RPG system to tools and weapons would be cool,
This sounds much like the magic item crafting rules of a number of pencil & paper RPGs.
As you say it would represent a radical change to how much of Minecraft is played. [Given how well the comparatively minor combat chages of 1.9 were received, I don't anticipate MS/Mj hungering for an enhanced repeat….]
Everyone having "[his] own unique weapon with its own unique stats" is going to require human moderation/adjudication. [For now at least, no bets for 10-20 years hence.]
Without this the proposed system seems little more than a substitution of groups of items for the current enchanted books (with the addition of a number of new ones).
Even were something like this to be implemented, the numbers are far too low to represent any barrior beyond comparatively early play. [There may be rare exceptions eg requiring blaze rods prevents the use of a particular enchantment until the nether is visited (and at least somewhat explored).]
In general, a game engine designed with a particular RPG rules set in mind will offer a superior experience to something grafted on to an existing engine. Players wanting that type of play might well do better to explore other block placing games built 'from the ground up' with supporting the style in mind.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
First of all, this would be a massive overhaul that would change the tool and weapon system almost completely and I don’t expect people to agree. This is more of an idea that I’m interested in seeing what people thought. It might be cool if Minecraft used an RPG style of weapon crafting. You use all sorts of items as components to make your own unique weapon with its own unique stats. And no, this will not add massive amounts of new tools or tool types to the creative inventory because you make the yourself, like using enchantment books.
So lets say, you craft an iron pickaxe. You’d use some sort of forge or overhauled anvil, and using components (wood, red stone, slimeballs, rotten flesh, etc.), you may give your weapon new aspects or make it more efficient in certain things. Enchanting books will still be around, but they will either A) Give you an aspect to start off with (aka the aspect can’t be gotten through forging and requires a book) or B:) become far rarer, as it would automatically give you an aspect. For (VERY rough) example:
Iron Pickaxe forged with:
- x10 blaze rods - Smelting Aspect 1 - Smelts 10% of all ores (iron, gold) when mined. To level up Smelting Aspect, you must forge 20 more blaze rods onto the pickaxe to go to the next level. Max of 25% of autosmelting
- x10 gunpowder - Explosive Aspect 1 - 10% of the time, the block will automatically be mined without having to wait to mine it up. Max of 20% of auto mining
- x10 iron - Increased durability by 50. Max increase durability of 200, iron requirements increase each time.
- Effeciency 1 enchanting book - Gives Effeciency 1 to your pickaxe automatically without components, requires 20 more iron or an enchantment book to upgrade
Or a fishing rod:
- x64 slimeballs - Sticky Hold - Fishing poles will grab onto far off items and pull them in, allowing you to grab items from across gaps and pits.
- x64 salmon - Salmon Hunter - Improves chances of catching salmon by 15%
- x15 gold - Luck of the Sea 1 - gives the Luck of the Sea enchament without a book. Level can be increased with more gold or a Luck of the Sea enchament.
Or a sword:
- x20 blaze rods - Fire Aspect 1 - requires x30 more blaze rods for Fire Aspect 2
- x10 iron and x20 flint (closest thing to whetstones) - Sharpness 1
- x10 spidereyes - Bane of Athropods 1
Rough ideas off the top of my head, probably not balanced but you get the idea. Levels or components can be used to level up weapons, for a max level of says 5 or 10, making weapons do more damage.
Adding an RPG element to the game might make weapons and tools ore fun to mess around with, versus what you normally do, which is stand around and fish or get a stroke of luck in a structure. Granted, things like Melding or Unbreaking should probably stay rare books, but other enchantments, if not more, could just become forge aspects. The rarity of enchantment books wouldn’t be dumbed down because the amount of items you need would make up for it. It also wouldn’t break the game either, no aspect could go past what normal enchament already offer. It’d make materials much more valuable in use just by having this, and encourage you to collect more (and encourage you to use unwanted materials).
Feel free to tweak it completely, like to say, this is off the top of my head, but I think an RPG system to tools and weapons would be cool,
Sounds fun if you don't mind using mods like Tinkers Construct (I like using the mod once in a while).
But as you said yourself there will probably be quite a few people put off about an idea if it feels too
modlike (as in too complex). But generally speaking adding a few individual touches to your tools
sounds nice if you are able to balance them out against each other. not only in single player survival
but also in multiplayer PvE and PvP or mixed scenarios. Pure PvE wouldn't be so problematic if PvP
is disabled (so it would essentially be coop survival with friends) so keep in mind how far you should
be able to upgrade tools and weapons to prevent people from obtaining sharpness X diamond swords
etc.
Another thing would be (similar to the aforementioned mod) that you need to think about existing tool
and weapon improvements (depending on how much needs to be rewritten to realize this idea... not
many people will agree with getting rid of something they are already used to) like enchantments...
do those still work with 'enhanced/reforged' tools/weapons or are reforged weapons excluded from
being enchanted?
As for the quick number crunching with the stats...yeah you are right about them needing a bit of
rebalancing since it would be too much work to grind 20 blazerods or flint to receive an effect that
can be obtained a lot easier via a enchantment table. Sharpness I for example is a common level
1 tier enchantment you can get as soon as you have the table itself (without book shelves) and with
20 or so flint I might rather invest in 80 arrows (though to be fair... skeletons usually drop more than
I ever need to craft for myself).
Sorry for the wall of text...so far. What I'm saying is: The idea is okay but will most likely be considered
to 'specialized' in the terms of game mechanics in contrast to the more simplistic (and gotten used to)
nature of the game that people enjoy so far. Some would feel their gaming experience greatly set back
(or like they would say... needlessly made more complicated) by essentially having Tinkers Construct
forced upon their style of play. So you made a good effort on structuring the presentation of your idea
but you will have to tweak a few stats and maybe make a compromise or two to tone it down a little.
Your idea can work and has potential. Maybe try and think like a person who absolutely hates mods
or anything going beyond having more than two bioms or pistons... So in essence try to reflect on your
idea from the "Worst update ever! Literally destroyed MC since ever!" crowd and make it as close as
possible to the momentary version balance and mechanics wise whilst adding a few conveniences
like you intended. Don't give up when people disagree and carry on with those ideas.^^
My take on this: Sounds good but my taste is rather subjective thus try to make it more 'vanilla' for others.
This sounds much like the magic item crafting rules of a number of pencil & paper RPGs.
As you say it would represent a radical change to how much of Minecraft is played. [Given how well the comparatively minor combat chages of 1.9 were received, I don't anticipate MS/Mj hungering for an enhanced repeat….]
Everyone having "[his] own unique weapon with its own unique stats" is going to require human moderation/adjudication. [For now at least, no bets for 10-20 years hence.]
Without this the proposed system seems little more than a substitution of groups of items for the current enchanted books (with the addition of a number of new ones).
Even were something like this to be implemented, the numbers are far too low to represent any barrior beyond comparatively early play. [There may be rare exceptions eg requiring blaze rods prevents the use of a particular enchantment until the nether is visited (and at least somewhat explored).]
In general, a game engine designed with a particular RPG rules set in mind will offer a superior experience to something grafted on to an existing engine. Players wanting that type of play might well do better to explore other block placing games built 'from the ground up' with supporting the style in mind.