I was just thinking that minecraft could be a little bit more interesting if there were more thinking on how to equip instead of outright getting iron armor->diamond armor->netherite armor
First of all I would suggest a few buffs to an already existing metal, gold.
Gold Tools/Armor/Weapons would have an innate Greed enchantment(Not obtainable, only exists in gold tools/armor/weapons themselves from the start) which basically gives +1 loot to everything that would be affect by fortune.
However it only works if the loot would drop, killing a wither skeleton with a gold sword would either get you 0 wither heads 97,5% of the time, or 2 wither heads on the 2,5% of the time it would drop a single head. Assuming looting isn't on the weapon. Same goes for ore, gold pickaxe essentially makes coal ore drop 2 coal everytime without fortune and lapiz always drops +1 lapiz of the original value it would drop. Thorns enchanted golden armor also apply this effect to mobs killed by it,
Would this be OP? Don't think so, gold tools have VERY little durability and even the armor would need to be used with thorns which consumes extra durabillity and requires you getting damaged.
Another thing I'd purpose is for amor to very slightly slow players down while boots speed it up.
Iron armor reduces speed by 2% per piece, but the boots increase your speed by 8% so it nulifies it, same applies to all metal armors.
Leather armor doesn't reduce speed, and their boots increase your speed by 4% permanently.
Other armors I've though of:
Feather Boots, by surrounding leather boots with 8 feathers, it further increases their speed by 6% and decreases your fall damage taken by 25%.
Guardian Armor:(Crafted from Guardian Scales, each Elder Guardian drops 1 scale, regular Guardians have 0.5% chance of dropping it), consists of the following:
Guardian Helmet:(Blue helmet, has an eye on it) offers same protection as a leather helmet, but automatically shoots lasers at nearby mobs(or players who attack you or that you attacked on multiplayer), deals same damage as a guardian and it's durabillity is 20% higher than a Iron Helmet.
Guardian Chesplate and Leggings: Same protection as their leather counterparts and durabillity is 20% higher than Iron counterparts, each deals 1 damage to mobs who attack you every single time they attack you, they stack, having both deals 2 damage(1 heart) every single time, stacks with thorns.
Guardian Fins:(Blue diving fins) Same protection as leather boots and 20% higher durability than iron boots, allows the player to swim faster, stacks with depth strider and dolphin's grace.
Magic Quiver:(Can be obtained from loot in dungeons, is equipted in the chestplate slot but doesn't give any armor, can be repaired with leather)
Allows the player to shoot arrows from it instead of using the ones in the inventory, has a max storage of 5 arrows and 1 arrow is generated every 10s, arrows shot from deals also deal +1 heart of damage, also gives the player 25% chance to absorb arrows shot from players/skeletons and add them to the quiver. Compatible with Unbreaking, Mending and the following enchantments:
Endless Pouch: Increases the quiver's inventory by 5 per level, has 3 levels. At lvl III the quiver has a 20 arrow capacity.
Quick Draw: Decreases arrow's generation time by 2s per level, has 3 levels. At lvl III arrows generate every 4s.
Witch's Blessing: Gives the arrow 30% chance to be a tipped arrow that inflicts poison I for 8s. The secondary effect can be changed by dropping the quiver into a cauldron with the wanted potion effect, it's chance to happen will still be 30%.
Ninja Clothes:(Can be obtained randomly on Jungle Temple and Desert Temple's chest, can be repaired with Smooth Leather, dropped by bats and also found on those chests)
Each individual piece doesn't give the player any effect and has the same protection as a leather counterpart but 2x the durabillity, the full set increases the player's speed by 25%, jump height by 1 block and gives the player permanent night vision and 25% fall damage reduction.
Miner Hat: (Can be obtained by killing a Zombie that spawns with it, 2.5% of Zombies spawned under Y=25 will have the miner helmet and a random pickaxe) lights up the room without need for torches. Has same durabillity and protection as a iron helmet.
Shuriken Pile:(Looks like 3 shurikens on top of each other), works as a weapon and allows the player to shoot shurikens. Shurikens deal 3 damage(1.5 hearts). Shuriken pile has 64 durabillity, is compatible with Unbreaking and the following enchantments:
Seeking Shurikens: Shurikens will home in mobs that are in a radius of 4 of the shuriken entity
Quick Throw: Player has 10% chance per level to throw 2 shurikens at same time(2nd shuriken will try to attack a diferent mob if enchanted with seeking shurikens) has 3 levels. At lvl III has 30% chance to throw 2 shurikens.
Storm of Shurikens: When the player is not moving it shoots shurikens 10% faster per level, has 4 levels. Shoots 40% faster at lvl 4.
Shurikens lose one durability per entity throw, if shuriken entity misses the mob the player can pick it up and recover 1 durability(doesn't work with the 2nd shuriken from Quick throw enchantment), can also be rarely gotten in temples, can be repaired with Iron Ingots. Non enchant Shuriken Pile allows the player to throw a shuriken every 0.4s(2.5 per second), shurikens deal +1 damage(2 hearts), are shot 10% faster and have 30% chance of not reducing durability once used if the player is wearing a full Ninja Armor set.
None of these are meant to be better than Netherite Amor, instead they are meant to allow variability to players and different playstyles.
We already have functional Fortune, I don't like idea of greed enchantment. Especially in terms of how it's going to work with Wither Skeletons. If anything about gold tools, I think they should be repairable more easily with gold nuggets rather than ingots, given that gold is extremely malleable IRL, and one gram of this very dense metal can be flattened to cover 1 square meter of surface.
About armor slowing, I don't like the idea with boots speeding up. Better increase base player speed and make better armor slow more, with exception of gold, that would slow as much as either diamond or netherite due to how dense it is. It would also balance out usefulness of highly-malleable gold.
Helmet using a laser sounds broken. I already imagine players using them for mob farming. And, moreover, it has large risk of firing when it shouldn't, or striking neutral mob by accident.
Rest of guardian hardware sounds too overlapping with enchantments. Though elder guardians IMO should have something valuable dropped indeed.
Quiver replacing chestplate sounds like a balanced part, but:
1. We already have elytra as chestplate equivalent;
2. It a bit overlaps with Power enchantment in bow;
3. Accepts only a single kind of ammunition, when tipped/spectral arrows are available and crossbow has extremely powerful fireworks. If provided with manual loading, it would give people with cheats an edge, and it doesn't have to be a super-powerful hack, just one that in split second opens inventory, loads ammo into quiver, and quits inventory;
4. Randomness in picking up arrows and inflicting poison sounds unbalanced and harmful for PvP. If anything, I'd rather see it as inexpensive leggings-slot container without any ammunition buffs that allows to store additional stack (or two) of neuroballistic weapon ammunition next to hotbar. And only ammunition. And only allow use as ammunition. Including fireworks and all arrows. Stacks, if multiple, could be changed by pressing a hotkey. Would be very helpful when strafing mobs with fireworks using elytra without getting hurt by accident and help to carry more items if projectiles are needed. Might refill automatically with identical items present in inventory to increase usefulness for missile footmen. Naturally, quiver would override all neurobalilistic ammunition in hotbar and make fireworks no longer necessary to be held in right hand.
Ninja armor sounds like something that will just crush Leaping and Night Vision Potions and massively overlap with Speed potion and Feather Falling enchantment.
Miner zombie sounds interesting, but miner helmet sounds like something to break Night Vision potions. And for those with "bright" brightness setting, it will be pretty useless. Better have miner zombie drop some ores and be tough.
Shurikens:
1. Are a collective of countable items as a single unit. Moreover, they are an unstackable collective of items;
2. Are thrown too fast due to how half-second-invulnerability works (making it deal damage each 0.8s if full-auto instead) and deal too little damage per hit in comparison to conventional ranged weapons. If you want them as crowd control, then MLRS-crossbow does the job several times better with simpler use, guaranteed triple shot, heavier damage per hit and absurdly massive explosive damage. In terms of direct damage, shurikens deal maximum of 6 DPS. Enchanted bow can potentially reach 25-27 DPS with Power and Flame.
3. Were rather uncommon ranged weapon in comparison to slingshots, javelins or throwing knifes - better implement these first.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
The thing is this side effects stack with already existing effects, greed stacks with fortune. And I believe greed is perfectly balanced. Gold has 32 durabillity, therefore giving fortune to a diamond sword is still better than to a Gold Sword. While the Gold Sword probably will give you more Wither Skeleton Heads, it will break or require you to constantly use gold and XP to repair it, the diamond sword is just much more practical. The Gold Sword probably won't give you the 3 wither skeleton heads u want even with fortune it most likely will give u 2(thanks to greed) before it's durability ends, even if it gives u 4(again due to greed) that's all the sword will be used for, it will probably break or require repair again, it's very high maintenance, meanwhile with a diamond sword u can probably get WAY many more wither skeleton heads before require repairing.
ALSO, NOTE THAT GREED is not necessarily an enchantment, it's an Add-on, Gold Items ALREADY COME WITH GREED. And in my opinion this gives them a balanced use to gold, which is rare but barely used.
As for the Guardian Laser it would have a limited radius(I was thinking somwhere between 16-30 or maybe 8-16 to see the mob and the radius increases to 24-30 after locking onto that mob) and if broken could work like a wolf, aka only attacks what you attack/what attacks you.
The other Guardian Items stack with already existing enchantments, don't think their broken at all given how much armor the sets give. Also it would make sense for Guardian armor set to allow you to swim better through the sea(u can stack it with depth strider)
Ninja armor stacks with leaping potion/speed potion/feather falling, and remember you need to use the FULL set for it to work. Yes you see in the dark and move faster but your armor is the same as LEATHER ARMOR and you also have only twice the durabillity of leather armor so the armor will protect you less than Diamond armor and degrade faster too, meaning for really long exploration it won't be super reliable.
Yes magic quiver on the chest is intented to be a choice you have to make over elytra/chestplate, you can chose to have more armor/be more mobile/shoot more powerful arrows but not all at same time.
It's also meant to make you chose arrows with consistent side effects OR more powerful arrows that apply side effects at times/leverage against bow/crossbow players
And yes it stacks with power
For shurikens I guess I did not consider the half second invulnerability, I knew there was a short invulnerability, didn't knew it was half second, but it's still a quick fix, just reduce the attack speed and increase damage dealt while mantaining same DPS.
For miner helmet, I guess it does make night vision kinda useless, maybe remove armor it gives althogether or give same amor as leather helmet/make it's durability low enough to make you chose between it and night vision potions/torches
And I also like the Idea of miner zombie dropping ores, though I feel ores are fairly useless right now and need more uses(Thanks to villagers you can basically skip mining as you only need 2 diamonds for the enchantment table, the only ore worth mining for would be redstone(kinda) and lapiz)
I don't agree with much of the other things, but I do really like the idea of a "greed" enchantment. But I think it should be a enchantment that applies to all armour. Also I like the idea of Guardian Armour. It can be used like a portable conduit.
And for those with "bright" brightness setting, it will be pretty useless.
Not if the game is fixed so a light level of 0 is actually totally dark, as I did myself; here is what it looks like with brightness set to bright in TMCW, which only changes the gamma curve from 0 to 100% brightness without affecting either extreme, which is technically what "brightness" changes (except that a rendered light level of 0 isn't actually 0% brightness so it is affected; even on Moody "total darkness" is still 5% of maximum screen brightness, which can be very clearly visible depending on monitor settings; if my system is any indication the default settings in Windows are absolutely awful, making everything, not just the game, look washed-out; I had to set gamma to near its lowest in Windows' display calibration tool in order to make it look correct according to the visual guide):
The darkest areas are pure, pitch black, RGB 0,0,0 (or a uniform shade of gray depending on monitor settings but there should be no way to make out any details more than 14 blocks away from the lava):
The same cave after I'd lit it up; lower light levels (near 0) are slightly darker but otherwise there is no noticeable difference:
You also shouldn't be able to edit options.txt to set gamma to like 100 to effectively get permanent Night Vision; I internally clamp it to 0-1, along with all other settings (invalid settings are a leading cause of game crashes and malfunction, the majority of reinstallations could have been avoided by simply deleting options.txt).
I don't agree with much of the other things, but I do really like the idea of a "greed" enchantment. But I think it should be a enchantment that applies to all armour. Also I like the idea of Guardian Armour. It can be used like a portable conduit.
Do you realise that this would sentence Turtle Shell to death, as well as the conduit itself?
Even currently, in order to make up for conduit you need multiple pieces of enchanted armor and either just prolong your underwater time by 10 seconds each dive with Shell or keep on doping yourself with potions.
The thing is this side effects stack with already existing effects, greed stacks with fortune. And I believe greed is perfectly balanced. Gold has 32 durabillity, therefore giving fortune to a diamond sword is still better than to a Gold Sword. While the Gold Sword probably will give you more Wither Skeleton Heads, it will break or require you to constantly use gold and XP to repair it, the diamond sword is just much more practical. The Gold Sword probably won't give you the 3 wither skeleton heads u want even with fortune it most likely will give u 2(thanks to greed) before it's durability ends, even if it gives u 4(again due to greed) that's all the sword will be used for, it will probably break or require repair again, it's very high maintenance, meanwhile with a diamond sword u can probably get WAY many more wither skeleton heads before require repairing.
ALSO, NOTE THAT GREED is not necessarily an enchantment, it's an Add-on, Gold Items ALREADY COME WITH GREED. And in my opinion this gives them a balanced use to gold, which is rare but barely used.
As for the Guardian Laser it would have a limited radius(I was thinking somwhere between 16-30 or maybe 8-16 to see the mob and the radius increases to 24-30 after locking onto that mob) and if broken could work like a wolf, aka only attacks what you attack/what attacks you.
The other Guardian Items stack with already existing enchantments, don't think their broken at all given how much armor the sets give. Also it would make sense for Guardian armor set to allow you to swim better through the sea(u can stack it with depth strider)
Ninja armor stacks with leaping potion/speed potion/feather falling, and remember you need to use the FULL set for it to work. Yes you see in the dark and move faster but your armor is the same as LEATHER ARMOR and you also have only twice the durabillity of leather armor so the armor will protect you less than Diamond armor and degrade faster too, meaning for really long exploration it won't be super reliable.
Yes magic quiver on the chest is intented to be a choice you have to make over elytra/chestplate, you can chose to have more armor/be more mobile/shoot more powerful arrows but not all at same time.
It's also meant to make you chose arrows with consistent side effects OR more powerful arrows that apply side effects at times/leverage against bow/crossbow players
And yes it stacks with power
For shurikens I guess I did not consider the half second invulnerability, I knew there was a short invulnerability, didn't knew it was half second, but it's still a quick fix, just reduce the attack speed and increase damage dealt while mantaining same DPS.
For miner helmet, I guess it does make night vision kinda useless, maybe remove armor it gives althogether or give same amor as leather helmet/make it's durability low enough to make you chose between it and night vision potions/torches
And I also like the Idea of miner zombie dropping ores, though I feel ores are fairly useless right now and need more uses(Thanks to villagers you can basically skip mining as you only need 2 diamonds for the enchantment table, the only ore worth mining for would be redstone(kinda) and lapiz)
I know that greed is not meant to be direct enchantment. But it's abusable. And I can already imagine how skeletons are sliced twice with diamond weapon and finished off with unenchanted/unbreaking-enchanted golden sword.
Oh, and at the moment existence of unused gold shouldn't exist.
Firstly, it's the muscule of every railway system.
Secondly, it's useful for golden apples as combat backup.
Thirdly, you can sell it for emeralds.
Lastly, but the most importantly, piglins! They give you FRes potions, SoSp enchanted books/iron boots, crying obsidian, tracer arrows and ender pearls. And this process can be automatized.
I'd rather gold to be used as often-but-cheap-maintenance enchantment-heavy tools that take nuggets rather than ingots to repair, owing to its extreme malleability it has in real life. They could also have slower experience cost increase for repairs as well, or better grindstone enchantment recycling ratio.
Eyed helmet sounds like something of little practicality in comparison to heavy gear then. The longer you survive, the more damage you can dish out with main weapon.
Rest would give more speed in water than on land after enchanting with depth strider, or renders the III enchantment level obsolete (depth strider of levels higher than III received through commands gives no mobility in water increase). Consequence might be flooded pavements to move faster than on dry land, bested only by vehicular transportation.
Ninja armor would most likely end up being used in conjunction with normal armour, players would wear them everywhere except actual combat, when they would quickly switch to mineral gear. Kinda broken.
Well, if I get to choose consistent side effects AND main armor piece AND higher rate of fire (no waiting for quiver auto-refill) for combat versus slight direct killing power increase and occasional poison, I'd pick the former. In ranged combat that is. In melee, quiver won't help you against Sharpness V sword.
And the entire attempt to strengthen bow may screw itself once enemy decides to use a shield to deflect your arrows and go through your own with Piercing crossbow.
Overlapping with power is more of taste than balance issue.
Well, increasing DPS from 6 to 8-9 will help shurikens nothing against bow, crossbow and trident. Each has its own spot, boss fights/shield-down player counter in case of bow, crowd control/shield-piercing player counter in case of crossbow and various utility purposes* for trident. Bow sheer alpha damage that stacks with armor penetration makes it superior choice in single combat, while crossbow, well, doesn't damage one, two, or even five mobs in front of you. It can potentially hurt dozens of mobs at once as long as they form a wide crowd. No single-fire weapon can best three explosions in that. For fewer enemies, Bow says hello. * directed thunder for mob transformations, water movement, underwater combat, compact melee + ranged weapon Oh, and in minecraft there is no "pile" item of any kind, excluding blocks. Every unit is one item that may be stacked.
Ammunition gets no enchantments, with notable exception of tridents that are reusable and bounce off targets after dealing damage.
About miner helmet, I'll say it again: It's practically useless. As long as you have "bright" (maximal) brightness setting you don't need a bloody miner helmet to see what you are doing in 0-light-level cave. Everyone (excluding occassional"moody" (minimal) brightness setting lovers) would prefer a robust Netherite helmet that can be enchanted better and gives more protection.
Look at this dark cave in the attachment.
Actually, local light may actually make your eyes see less contrast between darker objects due to sheer contrast that lit areas give, making the player see less with miner helmet than without it. Over 15 blocks, that is, because that's maximum distance light can travel in Minecraft, excluding unreflected sunlight.
Oh... and I forgot, miner helmet will not trump Night Vision Potion, because NVP gives much better view over long distance, and is completely unobstructed by water you want to see clearly through when looking at the sea bed from your boat searching for shipwrecks and ruins.
ATTACHMENTS
2020-09-08_19.46.22
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
About miner helmet, I'll say it again: It's practically useless. As long as you have "bright" (maximal) brightness setting you don't need a bloody miner helmet to see what you are doing in 0-light-level cave. Everyone (excluding occassional"moody" (minimal) brightness setting lovers) would prefer a robust Netherite helmet that can be enchanted better and gives more protection.
Look at this dark cave in the attachment.
Again, the game NEEDS to be fixed so a light level of 0 is truly, utterly pitch black, then suggestions wouldn't be invalidated because of "oh, just set brightness on Bright and/or crank up your monitor brightness" (even on Moody I can clearly see in the dark with Windows' default display settings, which I assume most people never bother trying to adjust, it is well-known that many Windows computers have bad default settings, unlike, say, Macs, at least older models*).
Also, saying that gold only has 32 (actually, 33) durability is meaningless when there is Mending, which makes durability only matter as a buffer, and even then 33 uses (132 with Unbreaking) is more than enough when you get XP from using the item (5 XP restores 10 durability and 40 uses, averaging 1.67 and 6.67 per item if you have the maximum of 6 worn/held items that need to be repaired), so this should never be used to balance something (it would be an issue if the old anvil repair system was reimplemented, including making Mending stop the anvil cost from increasing instead of automatically repairing items with XP, just as you used to be able to by renaming an item, then you'd have to manually repair items with resources, also breaking AFK farms that currently rely on the fact that Mending automatically repairs items, like fishing farms).
Also, Looting has different effects depending on the drop; it generally adds 1 to the maximum for "common" drops like bones and increases the drop chance (not number) for rare drops like wither skeleton skulls (+1% per level of Looting; the overall increase is roughly the same either way; 0-2 to 0-5 bones, a 2.5-fold increase, vs 2.5%-5.5% of a skull, a 2.2-fold increase). A "greed" enchantment would be like Fortune/Looting I, increasing the drop rate of skulls to 6.5% when combined with Looting III (a 18.2% increase from Looting by itself; without Looting the increase is 40% so unenchanted tools would benefit more). Either way, I see this as a more of a gimmick than a practical feature, much like gold items in general (I mainly see them used as a means to give mobs armor which they may drop, with the drops not being very valuable to the average player so they won't be OP, unlike, say, if mobs regularly dropped diamond).
Actually Greed doesn't work like looting at all, it permanentely adds +1 drop to anything that would drop something.(If mob wouldn't drop, drops remain 0)
So it actually essentially doubles mob drops but you would be sacrificing the practicallity of a Netherite Sword for a Gold sword to get more mob drops, therefore I don't see it as broken, heck even if it became broken, just ban Looting+Mending on GOLD SWORDS ONLY, that way u either use Greed+Looting(Not very durable) or Greed+Mending(Worse than Looting III+Mending)
Also keep in mind Gold Sword's damage sucks so even if it became a looting sword you would effectively have to carry 2 swords if u want better looting. I definitely don't see it as broken.
Actually Greed doesn't work like looting at all, it permanentely adds +1 drop to anything that would drop something.(If mob wouldn't drop, drops remain 0)
So it actually essentially doubles mob drops but you would be sacrificing the practicallity of a Netherite Sword for a Gold sword to get more mob drops, therefore I don't see it as broken, heck even if it became broken, just ban Looting+Mending on GOLD SWORDS ONLY, that way u either use Greed+Looting(Not very durable) or Greed+Mending(Worse than Looting III+Mending)
Also keep in mind Gold Sword's damage sucks so even if it became a looting sword you would effectively have to carry 2 swords if u want better looting. I definitely don't see it as broken.
Arbitrary enchantment ban for one particular item made in multi-material shape from multi-shape material just for the sake of balancing a feature with very little connection to current lore (that gold submits to enchantments easily) or real-life qualities, that is additionally meant to be worse than Netherite gear if given mending?
Sounds counterproductive. And really odd.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I like the idea of a greed effect, but why do you need it? Wouldn't it be better just to get Fortune or Looting and then enchant a pickaxe that won't easily break? Also I'm not a fan of the other ideas like being slower when wearing armor.
The guardian armor is kinda interesting, but if it gives the same protection as leather armor, is it really worth it? The rest seems kinda meh in my opinion (also I'm guessing you got some of your ideas from Terraria?).
The magic quiver seems cool for someone to would prefer to play as an archer or something similar
The ninja armor seems cool on paper, but that starts to fade when you realize you can wear iron armor (or anything better than leather) and drink potions of swiftness, jump boost and night vision. Ninjas IRL would actually avoid attacks by doing their missions at night when they would be harder to spot or simply by disguising themselves. Maybe wearing the ninja armor at night could give you an invisibility effect that would last all night as long as your wearing the armor. As a bonus maybe you wouldn't release potion particles?
The miner hat would be pretty nice to have early on in the game, I personally wouldn't use it since I always play with dynamic lighting in Optifine.
The shuriken seems cool, I guess... but I'm going to have to nerd out on you a bit here. Ninjas didn't throw shuriken like most people think they did. They were mostly used to throw people off their guard or to make someone panic, while also allowing them to get in close for an attack. Also ninjas weren't really fighters. Sure, they were capable of fighting should they need to defend themselves, but they would usually avoid fighting. I know no one cares about this, but it bothers me a bit when I see ninjas throwing shuriken trying to kill someone when in reality it would be pretty difficult to kill someone this way.
I like some of these ideas, but I think some of them need to be thought out a bit better.
Yeah the miner hat I took from terraria and ninja set idea as well through the buffs are not related to terraria(I think)
Well assuming you have a mob farm and a gold farm you could use greed to gain loot fast and then repair the sword with gold, heck you can still use Mending+Unbreaking III+Looting III+Greed. It effectively turns ur sword into a farming tool that won't break, however I still don't think it's OP, here's why in order for Gold Sword to be better than any other sword at farming it needs ALL 3 of the enchantments(Mending+Unbreaking+Looting) if u miss a single one, a diamond sword might just be better with looting, and mending is pretty rare so u can't get a super looter sort by just finding 2 gold ore. And second and IMPORTANT reason, it's not great for damage, just for looting, u can't just explore with a gold sword or pvp with it, tho u can carry it as a 2nd option for looting purposes.
Guardian Armor could offer more protection, I'm just trying to balance things, trying to give more purposes to multiple armors, not make a single ultimate armor better than others but multiple armors better for different things that makes players actually question which to get. IMO Guardian Armor with Protection IV/Projectile Protection IV is pretty good in PVP with a speed II potion, the armor would hit players by itself and u just have to avoid them, may the players hit u they will also take damage, in addition in water u outright massacre any player lacking a trident. But yeah I guess u could buff it's armor to chain armor levels or maybe iron if it's not too broken.
Also yeah the ninja set could work similarly to invisibility, mobs detection radius would reduce to half at night, maybe actually turning you invisible to other players too, sees not very OP considering it's a frail armor and you stand no chance against netherite player if he finds u or tags u with a glow arrow.
Yeah the miner hat I took from terraria and ninja set idea as well through the buffs are not related to terraria(I think)
Well assuming you have a mob farm and a gold farm you could use greed to gain loot fast and then repair the sword with gold, heck you can still use Mending+Unbreaking III+Looting III+Greed. It effectively turns ur sword into a farming tool that won't break, however I still don't think it's OP, here's why in order for Gold Sword to be better than any other sword at farming it needs ALL 3 of the enchantments(Mending+Unbreaking+Looting) if u miss a single one, a diamond sword might just be better with looting, and mending is pretty rare so u can't get a super looter sort by just finding 2 gold ore. And second and IMPORTANT reason, it's not great for damage, just for looting, u can't just explore with a gold sword or pvp with it, tho u can carry it as a 2nd option for looting purposes.
Guardian Armor could offer more protection, I'm just trying to balance things, trying to give more purposes to multiple armors, not make a single ultimate armor better than others but multiple armors better for different things that makes players actually question which to get. IMO Guardian Armor with Protection IV/Projectile Protection IV is pretty good in PVP with a speed II potion, the armor would hit players by itself and u just have to avoid them, may the players hit u they will also take damage, in addition in water u outright massacre any player lacking a trident. But yeah I guess u could buff it's armor to chain armor levels or maybe iron if it's not too broken.
Also yeah the ninja set could work similarly to invisibility, mobs detection radius would reduce to half at night, maybe actually turning you invisible to other players too, sees not very OP considering it's a frail armor and you stand no chance against netherite player if he finds u or tags u with a glow arrow.
With enough armor and ranged weapons I could use even less damaging golden sword for exploration. Double loot FTW! Two arrows in and finish off with sword. Result: in late-game diamond and netherite swords become nearly obsolete in singleplayer. Except killing Withers and Enderdragon. Though you would take the golden sword to finish Wither off and get two nether stars in one slash.
If you need to move around, you use ninja armor. Once spotted, you immediately switch to netherite armor.
Instead of making it compete with netherite, we get a traveling armor set that sucks in combat. Could as well not name it ninja armor if you are not meant to kill wearing it.
Besides, why to use invi potion in singleplayer if it overlaps with ninja armor, but is timed and gives 0 protection as opposed to the partial ninja armor offers, besides of the speed?
I bet before you can get guardian armor the enemy players will get tridents. Killing a mob of drowneds is simpler to achieve than finding and sacking an ocean monument. You also forget about firework crossbow, it is one huge middle finger to both water and projectile protection, since it always flies in a straight line, keeps steady pace in water, and deals explosive damage that ignores projectile protection completely.
Auto-targeting does not apply since the eye can target only in retaliation to avoid accidental neutral mob triggers. Having durable armor would work better, as you would be able to take more damage while dishing out only sightly less with standard ranged weapons.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
More armor & tool variation? Yes. However, I don't think it would need to be so complicated- I for one would appreciate more variation in existing tools, rather than special themed sets; if only because Vanilla isn't really known for too many special artifacts.
...However, it would be neat if there were more late-game options for what you could do with armor and equipment. Starbound, for example, has three late game ores that can be made into late-game armor and equipment with varying advantages. Just for example, such a system in Minecraft might look like:
Diamond ~ Defense based/durable, diamond might be made more durable, but not quite as efficient as other late-game toolsets;
Emerald ~ Efficiency based/works better, but is used up quickly. Emerald equipment would increase luck and speed, at the expense of being fairly breakable.
Redstone ~ Redstone dust could be smelted into ingots; equipment made from them would have high damage and power, and could light up when used. Provide redstone signals?
Lapiz ~ Expensive armor set that could be enchanted like gold without durability issues, but would be impractical without enchantments.
In terms of other suggestions... it makes sense that certain armor types should slightly decrease speed- and it would also be interesting to see game play advantages for leather, considering how irritating leather can be to obtain, if not necessarily difficult. On something of a side note, I personally would approve of slightly more detailed models for armor- if only because of the fact that Netherite and leather armor looks significantly more detailed than iron, gold, diamond, etc.
...But in terms of more specialized armor items, I guess I'm not really a fan- a lot of the advantages they provide could already be obtained via enchantments or other existing systems. Overall, however, I like the idea- if in a more general sense, seeing as I've gotten wildly off topic by now.
I was just thinking that minecraft could be a little bit more interesting if there were more thinking on how to equip instead of outright getting iron armor->diamond armor->netherite armor
First of all I would suggest a few buffs to an already existing metal, gold.
Gold Tools/Armor/Weapons would have an innate Greed enchantment(Not obtainable, only exists in gold tools/armor/weapons themselves from the start) which basically gives +1 loot to everything that would be affect by fortune.
However it only works if the loot would drop, killing a wither skeleton with a gold sword would either get you 0 wither heads 97,5% of the time, or 2 wither heads on the 2,5% of the time it would drop a single head. Assuming looting isn't on the weapon. Same goes for ore, gold pickaxe essentially makes coal ore drop 2 coal everytime without fortune and lapiz always drops +1 lapiz of the original value it would drop. Thorns enchanted golden armor also apply this effect to mobs killed by it,
Would this be OP? Don't think so, gold tools have VERY little durability and even the armor would need to be used with thorns which consumes extra durabillity and requires you getting damaged.
Another thing I'd purpose is for amor to very slightly slow players down while boots speed it up.
Iron armor reduces speed by 2% per piece, but the boots increase your speed by 8% so it nulifies it, same applies to all metal armors.
Leather armor doesn't reduce speed, and their boots increase your speed by 4% permanently.
Other armors I've though of:
Feather Boots, by surrounding leather boots with 8 feathers, it further increases their speed by 6% and decreases your fall damage taken by 25%.
Guardian Armor:(Crafted from Guardian Scales, each Elder Guardian drops 1 scale, regular Guardians have 0.5% chance of dropping it), consists of the following:
Guardian Helmet:(Blue helmet, has an eye on it) offers same protection as a leather helmet, but automatically shoots lasers at nearby mobs(or players who attack you or that you attacked on multiplayer), deals same damage as a guardian and it's durabillity is 20% higher than a Iron Helmet.
Guardian Chesplate and Leggings: Same protection as their leather counterparts and durabillity is 20% higher than Iron counterparts, each deals 1 damage to mobs who attack you every single time they attack you, they stack, having both deals 2 damage(1 heart) every single time, stacks with thorns.
Guardian Fins:(Blue diving fins) Same protection as leather boots and 20% higher durability than iron boots, allows the player to swim faster, stacks with depth strider and dolphin's grace.
Magic Quiver:(Can be obtained from loot in dungeons, is equipted in the chestplate slot but doesn't give any armor, can be repaired with leather)
Allows the player to shoot arrows from it instead of using the ones in the inventory, has a max storage of 5 arrows and 1 arrow is generated every 10s, arrows shot from deals also deal +1 heart of damage, also gives the player 25% chance to absorb arrows shot from players/skeletons and add them to the quiver. Compatible with Unbreaking, Mending and the following enchantments:
Endless Pouch: Increases the quiver's inventory by 5 per level, has 3 levels. At lvl III the quiver has a 20 arrow capacity.
Quick Draw: Decreases arrow's generation time by 2s per level, has 3 levels. At lvl III arrows generate every 4s.
Witch's Blessing: Gives the arrow 30% chance to be a tipped arrow that inflicts poison I for 8s. The secondary effect can be changed by dropping the quiver into a cauldron with the wanted potion effect, it's chance to happen will still be 30%.
Ninja Clothes:(Can be obtained randomly on Jungle Temple and Desert Temple's chest, can be repaired with Smooth Leather, dropped by bats and also found on those chests)
Each individual piece doesn't give the player any effect and has the same protection as a leather counterpart but 2x the durabillity, the full set increases the player's speed by 25%, jump height by 1 block and gives the player permanent night vision and 25% fall damage reduction.
Miner Hat: (Can be obtained by killing a Zombie that spawns with it, 2.5% of Zombies spawned under Y=25 will have the miner helmet and a random pickaxe) lights up the room without need for torches. Has same durabillity and protection as a iron helmet.
Shuriken Pile:(Looks like 3 shurikens on top of each other), works as a weapon and allows the player to shoot shurikens. Shurikens deal 3 damage(1.5 hearts). Shuriken pile has 64 durabillity, is compatible with Unbreaking and the following enchantments:
Seeking Shurikens: Shurikens will home in mobs that are in a radius of 4 of the shuriken entity
Quick Throw: Player has 10% chance per level to throw 2 shurikens at same time(2nd shuriken will try to attack a diferent mob if enchanted with seeking shurikens) has 3 levels. At lvl III has 30% chance to throw 2 shurikens.
Storm of Shurikens: When the player is not moving it shoots shurikens 10% faster per level, has 4 levels. Shoots 40% faster at lvl 4.
Shurikens lose one durability per entity throw, if shuriken entity misses the mob the player can pick it up and recover 1 durability(doesn't work with the 2nd shuriken from Quick throw enchantment), can also be rarely gotten in temples, can be repaired with Iron Ingots. Non enchant Shuriken Pile allows the player to throw a shuriken every 0.4s(2.5 per second), shurikens deal +1 damage(2 hearts), are shot 10% faster and have 30% chance of not reducing durability once used if the player is wearing a full Ninja Armor set.
None of these are meant to be better than Netherite Amor, instead they are meant to allow variability to players and different playstyles.
We already have functional Fortune, I don't like idea of greed enchantment. Especially in terms of how it's going to work with Wither Skeletons.
If anything about gold tools, I think they should be repairable more easily with gold nuggets rather than ingots, given that gold is extremely malleable IRL, and one gram of this very dense metal can be flattened to cover 1 square meter of surface.
About armor slowing, I don't like the idea with boots speeding up. Better increase base player speed and make better armor slow more, with exception of gold, that would slow as much as either diamond or netherite due to how dense it is. It would also balance out usefulness of highly-malleable gold.
Helmet using a laser sounds broken. I already imagine players using them for mob farming. And, moreover, it has large risk of firing when it shouldn't, or striking neutral mob by accident.
Rest of guardian hardware sounds too overlapping with enchantments.
Though elder guardians IMO should have something valuable dropped indeed.
Quiver replacing chestplate sounds like a balanced part, but:
1. We already have elytra as chestplate equivalent;
2. It a bit overlaps with Power enchantment in bow;
3. Accepts only a single kind of ammunition, when tipped/spectral arrows are available and crossbow has extremely powerful fireworks. If provided with manual loading, it would give people with cheats an edge, and it doesn't have to be a super-powerful hack, just one that in split second opens inventory, loads ammo into quiver, and quits inventory;
4. Randomness in picking up arrows and inflicting poison sounds unbalanced and harmful for PvP.
If anything, I'd rather see it as inexpensive leggings-slot container without any ammunition buffs that allows to store additional stack (or two) of neuroballistic weapon ammunition next to hotbar. And only ammunition. And only allow use as ammunition. Including fireworks and all arrows. Stacks, if multiple, could be changed by pressing a hotkey. Would be very helpful when strafing mobs with fireworks using elytra without getting hurt by accident and help to carry more items if projectiles are needed. Might refill automatically with identical items present in inventory to increase usefulness for missile footmen. Naturally, quiver would override all neurobalilistic ammunition in hotbar and make fireworks no longer necessary to be held in right hand.
Ninja armor sounds like something that will just crush Leaping and Night Vision Potions and massively overlap with Speed potion and Feather Falling enchantment.
Miner zombie sounds interesting, but miner helmet sounds like something to break Night Vision potions. And for those with "bright" brightness setting, it will be pretty useless. Better have miner zombie drop some ores and be tough.
Shurikens:
1. Are a collective of countable items as a single unit. Moreover, they are an unstackable collective of items;
2. Are thrown too fast due to how half-second-invulnerability works (making it deal damage each 0.8s if full-auto instead) and deal too little damage per hit in comparison to conventional ranged weapons. If you want them as crowd control, then MLRS-crossbow does the job several times better with simpler use, guaranteed triple shot, heavier damage per hit and absurdly massive explosive damage. In terms of direct damage, shurikens deal maximum of 6 DPS. Enchanted bow can potentially reach 25-27 DPS with Power and Flame.
3. Were rather uncommon ranged weapon in comparison to slingshots, javelins or throwing knifes - better implement these first.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
The thing is this side effects stack with already existing effects, greed stacks with fortune. And I believe greed is perfectly balanced. Gold has 32 durabillity, therefore giving fortune to a diamond sword is still better than to a Gold Sword. While the Gold Sword probably will give you more Wither Skeleton Heads, it will break or require you to constantly use gold and XP to repair it, the diamond sword is just much more practical. The Gold Sword probably won't give you the 3 wither skeleton heads u want even with fortune it most likely will give u 2(thanks to greed) before it's durability ends, even if it gives u 4(again due to greed) that's all the sword will be used for, it will probably break or require repair again, it's very high maintenance, meanwhile with a diamond sword u can probably get WAY many more wither skeleton heads before require repairing.
ALSO, NOTE THAT GREED is not necessarily an enchantment, it's an Add-on, Gold Items ALREADY COME WITH GREED. And in my opinion this gives them a balanced use to gold, which is rare but barely used.
As for the Guardian Laser it would have a limited radius(I was thinking somwhere between 16-30 or maybe 8-16 to see the mob and the radius increases to 24-30 after locking onto that mob) and if broken could work like a wolf, aka only attacks what you attack/what attacks you.
The other Guardian Items stack with already existing enchantments, don't think their broken at all given how much armor the sets give. Also it would make sense for Guardian armor set to allow you to swim better through the sea(u can stack it with depth strider)
Ninja armor stacks with leaping potion/speed potion/feather falling, and remember you need to use the FULL set for it to work. Yes you see in the dark and move faster but your armor is the same as LEATHER ARMOR and you also have only twice the durabillity of leather armor so the armor will protect you less than Diamond armor and degrade faster too, meaning for really long exploration it won't be super reliable.
Yes magic quiver on the chest is intented to be a choice you have to make over elytra/chestplate, you can chose to have more armor/be more mobile/shoot more powerful arrows but not all at same time.
It's also meant to make you chose arrows with consistent side effects OR more powerful arrows that apply side effects at times/leverage against bow/crossbow players
And yes it stacks with power
For shurikens I guess I did not consider the half second invulnerability, I knew there was a short invulnerability, didn't knew it was half second, but it's still a quick fix, just reduce the attack speed and increase damage dealt while mantaining same DPS.
For miner helmet, I guess it does make night vision kinda useless, maybe remove armor it gives althogether or give same amor as leather helmet/make it's durability low enough to make you chose between it and night vision potions/torches
And I also like the Idea of miner zombie dropping ores, though I feel ores are fairly useless right now and need more uses(Thanks to villagers you can basically skip mining as you only need 2 diamonds for the enchantment table, the only ore worth mining for would be redstone(kinda) and lapiz)
I don't agree with much of the other things, but I do really like the idea of a "greed" enchantment. But I think it should be a enchantment that applies to all armour. Also I like the idea of Guardian Armour. It can be used like a portable conduit.
Not if the game is fixed so a light level of 0 is actually totally dark, as I did myself; here is what it looks like with brightness set to bright in TMCW, which only changes the gamma curve from 0 to 100% brightness without affecting either extreme, which is technically what "brightness" changes (except that a rendered light level of 0 isn't actually 0% brightness so it is affected; even on Moody "total darkness" is still 5% of maximum screen brightness, which can be very clearly visible depending on monitor settings; if my system is any indication the default settings in Windows are absolutely awful, making everything, not just the game, look washed-out; I had to set gamma to near its lowest in Windows' display calibration tool in order to make it look correct according to the visual guide):
The same cave after I'd lit it up; lower light levels (near 0) are slightly darker but otherwise there is no noticeable difference:
You also shouldn't be able to edit options.txt to set gamma to like 100 to effectively get permanent Night Vision; I internally clamp it to 0-1, along with all other settings (invalid settings are a leading cause of game crashes and malfunction, the majority of reinstallations could have been avoided by simply deleting options.txt).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Do you realise that this would sentence Turtle Shell to death, as well as the conduit itself?
Even currently, in order to make up for conduit you need multiple pieces of enchanted armor and either just prolong your underwater time by 10 seconds each dive with Shell or keep on doping yourself with potions.
I know that greed is not meant to be direct enchantment. But it's abusable. And I can already imagine how skeletons are sliced twice with diamond weapon and finished off with unenchanted/unbreaking-enchanted golden sword.
Oh, and at the moment existence of unused gold shouldn't exist.
Firstly, it's the muscule of every railway system.
Secondly, it's useful for golden apples as combat backup.
Thirdly, you can sell it for emeralds.
Lastly, but the most importantly, piglins! They give you FRes potions, SoSp enchanted books/iron boots, crying obsidian, tracer arrows and ender pearls. And this process can be automatized.
I'd rather gold to be used as often-but-cheap-maintenance enchantment-heavy tools that take nuggets rather than ingots to repair, owing to its extreme malleability it has in real life. They could also have slower experience cost increase for repairs as well, or better grindstone enchantment recycling ratio.
Eyed helmet sounds like something of little practicality in comparison to heavy gear then. The longer you survive, the more damage you can dish out with main weapon.
Rest would give more speed in water than on land after enchanting with depth strider, or renders the III enchantment level obsolete (depth strider of levels higher than III received through commands gives no mobility in water increase). Consequence might be flooded pavements to move faster than on dry land, bested only by vehicular transportation.
Ninja armor would most likely end up being used in conjunction with normal armour, players would wear them everywhere except actual combat, when they would quickly switch to mineral gear. Kinda broken.
Well, if I get to choose consistent side effects AND main armor piece AND higher rate of fire (no waiting for quiver auto-refill) for combat versus slight direct killing power increase and occasional poison, I'd pick the former. In ranged combat that is. In melee, quiver won't help you against Sharpness V sword.
And the entire attempt to strengthen bow may screw itself once enemy decides to use a shield to deflect your arrows and go through your own with Piercing crossbow.
Overlapping with power is more of taste than balance issue.
Well, increasing DPS from 6 to 8-9 will help shurikens nothing against bow, crossbow and trident. Each has its own spot, boss fights/shield-down player counter in case of bow, crowd control/shield-piercing player counter in case of crossbow and various utility purposes* for trident. Bow sheer alpha damage that stacks with armor penetration makes it superior choice in single combat, while crossbow, well, doesn't damage one, two, or even five mobs in front of you. It can potentially hurt dozens of mobs at once as long as they form a wide crowd. No single-fire weapon can best three explosions in that. For fewer enemies, Bow says hello.
* directed thunder for mob transformations, water movement, underwater combat, compact melee + ranged weapon
Oh, and in minecraft there is no "pile" item of any kind, excluding blocks. Every unit is one item that may be stacked.
Ammunition gets no enchantments, with notable exception of tridents that are reusable and bounce off targets after dealing damage.
About miner helmet, I'll say it again: It's practically useless. As long as you have "bright" (maximal) brightness setting you don't need a bloody miner helmet to see what you are doing in 0-light-level cave. Everyone (excluding occassional"moody" (minimal) brightness setting lovers) would prefer a robust Netherite helmet that can be enchanted better and gives more protection.
Look at this dark cave in the attachment.
Actually, local light may actually make your eyes see less contrast between darker objects due to sheer contrast that lit areas give, making the player see less with miner helmet than without it. Over 15 blocks, that is, because that's maximum distance light can travel in Minecraft, excluding unreflected sunlight.
Oh... and I forgot, miner helmet will not trump Night Vision Potion, because NVP gives much better view over long distance, and is completely unobstructed by water you want to see clearly through when looking at the sea bed from your boat searching for shipwrecks and ruins.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Again, the game NEEDS to be fixed so a light level of 0 is truly, utterly pitch black, then suggestions wouldn't be invalidated because of "oh, just set brightness on Bright and/or crank up your monitor brightness" (even on Moody I can clearly see in the dark with Windows' default display settings, which I assume most people never bother trying to adjust, it is well-known that many Windows computers have bad default settings, unlike, say, Macs, at least older models*).
*For example: https://www.reddit.com/r/Minecraft/comments/elamr/mac_os_x_players_do_you_find_minecraft_too_dark/
This is mainly due to the fact that Macs were designed for graphical work, thus needed accurate color rendition: https://blogs.scientificamerican.com/symbiartic/how-to-calibrate-your-monitor/
Also, saying that gold only has 32 (actually, 33) durability is meaningless when there is Mending, which makes durability only matter as a buffer, and even then 33 uses (132 with Unbreaking) is more than enough when you get XP from using the item (5 XP restores 10 durability and 40 uses, averaging 1.67 and 6.67 per item if you have the maximum of 6 worn/held items that need to be repaired), so this should never be used to balance something (it would be an issue if the old anvil repair system was reimplemented, including making Mending stop the anvil cost from increasing instead of automatically repairing items with XP, just as you used to be able to by renaming an item, then you'd have to manually repair items with resources, also breaking AFK farms that currently rely on the fact that Mending automatically repairs items, like fishing farms).
Also, Looting has different effects depending on the drop; it generally adds 1 to the maximum for "common" drops like bones and increases the drop chance (not number) for rare drops like wither skeleton skulls (+1% per level of Looting; the overall increase is roughly the same either way; 0-2 to 0-5 bones, a 2.5-fold increase, vs 2.5%-5.5% of a skull, a 2.2-fold increase). A "greed" enchantment would be like Fortune/Looting I, increasing the drop rate of skulls to 6.5% when combined with Looting III (a 18.2% increase from Looting by itself; without Looting the increase is 40% so unenchanted tools would benefit more). Either way, I see this as a more of a gimmick than a practical feature, much like gold items in general (I mainly see them used as a means to give mobs armor which they may drop, with the drops not being very valuable to the average player so they won't be OP, unlike, say, if mobs regularly dropped diamond).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Actually Greed doesn't work like looting at all, it permanentely adds +1 drop to anything that would drop something.(If mob wouldn't drop, drops remain 0)
So it actually essentially doubles mob drops but you would be sacrificing the practicallity of a Netherite Sword for a Gold sword to get more mob drops, therefore I don't see it as broken, heck even if it became broken, just ban Looting+Mending on GOLD SWORDS ONLY, that way u either use Greed+Looting(Not very durable) or Greed+Mending(Worse than Looting III+Mending)
Also keep in mind Gold Sword's damage sucks so even if it became a looting sword you would effectively have to carry 2 swords if u want better looting. I definitely don't see it as broken.
Arbitrary enchantment ban for one particular item made in multi-material shape from multi-shape material just for the sake of balancing a feature with very little connection to current lore (that gold submits to enchantments easily) or real-life qualities, that is additionally meant to be worse than Netherite gear if given mending?
Sounds counterproductive. And really odd.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I like the idea of a greed effect, but why do you need it? Wouldn't it be better just to get Fortune or Looting and then enchant a pickaxe that won't easily break? Also I'm not a fan of the other ideas like being slower when wearing armor.
The guardian armor is kinda interesting, but if it gives the same protection as leather armor, is it really worth it? The rest seems kinda meh in my opinion (also I'm guessing you got some of your ideas from Terraria?).
The magic quiver seems cool for someone to would prefer to play as an archer or something similar
The ninja armor seems cool on paper, but that starts to fade when you realize you can wear iron armor (or anything better than leather) and drink potions of swiftness, jump boost and night vision. Ninjas IRL would actually avoid attacks by doing their missions at night when they would be harder to spot or simply by disguising themselves. Maybe wearing the ninja armor at night could give you an invisibility effect that would last all night as long as your wearing the armor. As a bonus maybe you wouldn't release potion particles?
The miner hat would be pretty nice to have early on in the game, I personally wouldn't use it since I always play with dynamic lighting in Optifine.
The shuriken seems cool, I guess... but I'm going to have to nerd out on you a bit here. Ninjas didn't throw shuriken like most people think they did. They were mostly used to throw people off their guard or to make someone panic, while also allowing them to get in close for an attack. Also ninjas weren't really fighters. Sure, they were capable of fighting should they need to defend themselves, but they would usually avoid fighting. I know no one cares about this, but it bothers me a bit when I see ninjas throwing shuriken trying to kill someone when in reality it would be pretty difficult to kill someone this way.
I like some of these ideas, but I think some of them need to be thought out a bit better.
Yeah the miner hat I took from terraria and ninja set idea as well through the buffs are not related to terraria(I think)
Well assuming you have a mob farm and a gold farm you could use greed to gain loot fast and then repair the sword with gold, heck you can still use Mending+Unbreaking III+Looting III+Greed. It effectively turns ur sword into a farming tool that won't break, however I still don't think it's OP, here's why in order for Gold Sword to be better than any other sword at farming it needs ALL 3 of the enchantments(Mending+Unbreaking+Looting) if u miss a single one, a diamond sword might just be better with looting, and mending is pretty rare so u can't get a super looter sort by just finding 2 gold ore. And second and IMPORTANT reason, it's not great for damage, just for looting, u can't just explore with a gold sword or pvp with it, tho u can carry it as a 2nd option for looting purposes.
Guardian Armor could offer more protection, I'm just trying to balance things, trying to give more purposes to multiple armors, not make a single ultimate armor better than others but multiple armors better for different things that makes players actually question which to get. IMO Guardian Armor with Protection IV/Projectile Protection IV is pretty good in PVP with a speed II potion, the armor would hit players by itself and u just have to avoid them, may the players hit u they will also take damage, in addition in water u outright massacre any player lacking a trident. But yeah I guess u could buff it's armor to chain armor levels or maybe iron if it's not too broken.
Also yeah the ninja set could work similarly to invisibility, mobs detection radius would reduce to half at night, maybe actually turning you invisible to other players too, sees not very OP considering it's a frail armor and you stand no chance against netherite player if he finds u or tags u with a glow arrow.
With enough armor and ranged weapons I could use even less damaging golden sword for exploration. Double loot FTW! Two arrows in and finish off with sword. Result: in late-game diamond and netherite swords become nearly obsolete in singleplayer. Except killing Withers and Enderdragon. Though you would take the golden sword to finish Wither off and get two nether stars in one slash.
If you need to move around, you use ninja armor. Once spotted, you immediately switch to netherite armor.
Instead of making it compete with netherite, we get a traveling armor set that sucks in combat. Could as well not name it ninja armor if you are not meant to kill wearing it.
Besides, why to use invi potion in singleplayer if it overlaps with ninja armor, but is timed and gives 0 protection as opposed to the partial ninja armor offers, besides of the speed?
I bet before you can get guardian armor the enemy players will get tridents. Killing a mob of drowneds is simpler to achieve than finding and sacking an ocean monument. You also forget about firework crossbow, it is one huge middle finger to both water and projectile protection, since it always flies in a straight line, keeps steady pace in water, and deals explosive damage that ignores projectile protection completely.
Auto-targeting does not apply since the eye can target only in retaliation to avoid accidental neutral mob triggers. Having durable armor would work better, as you would be able to take more damage while dishing out only sightly less with standard ranged weapons.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
More armor & tool variation? Yes. However, I don't think it would need to be so complicated- I for one would appreciate more variation in existing tools, rather than special themed sets; if only because Vanilla isn't really known for too many special artifacts.
...However, it would be neat if there were more late-game options for what you could do with armor and equipment. Starbound, for example, has three late game ores that can be made into late-game armor and equipment with varying advantages. Just for example, such a system in Minecraft might look like:
Diamond ~ Defense based/durable, diamond might be made more durable, but not quite as efficient as other late-game toolsets;
Emerald ~ Efficiency based/works better, but is used up quickly. Emerald equipment would increase luck and speed, at the expense of being fairly breakable.
Redstone ~ Redstone dust could be smelted into ingots; equipment made from them would have high damage and power, and could light up when used. Provide redstone signals?
Lapiz ~ Expensive armor set that could be enchanted like gold without durability issues, but would be impractical without enchantments.
In terms of other suggestions... it makes sense that certain armor types should slightly decrease speed- and it would also be interesting to see game play advantages for leather, considering how irritating leather can be to obtain, if not necessarily difficult. On something of a side note, I personally would approve of slightly more detailed models for armor- if only because of the fact that Netherite and leather armor looks significantly more detailed than iron, gold, diamond, etc.
...But in terms of more specialized armor items, I guess I'm not really a fan- a lot of the advantages they provide could already be obtained via enchantments or other existing systems. Overall, however, I like the idea- if in a more general sense, seeing as I've gotten wildly off topic by now.
Cooking with Mindthemoods ~ Biomes ~ Archeology
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