As of 1.9.4, the text next to an enchantment, once decoded, is a random assortment of words with no overall bearing on the enchantment received. Why not give that text a purpose?
With each new world generated, a randomly generated substitution cipher (still rendered the standard galactic alphabet) will make the decoded text seem like a random assortment of letters. Players would have to solve this cryptogram using the random minecraft-related words known to appear in the enchantment text. Most of the translated words would still be meaningless, but a number of identifying buzzwords will indicate the presence of a specific effect, and more than one could appear in the text. There would be more than one word per effect, so they won't be quite so easy to decipher without solving the cryptogram.
I think it would be a neat little optional minigame that wouldn't change nature of enchantments for the puzzle-challenged among us, but allow for those determined to get that silk touch to not have to grind up to level 40 many times after repeatedly getting the wrong enchantment.
Bottom line: Turn the enchantment text into a cryptogram randomly generated with each new world that allows you to decode your enchantments and solve them upon finding the solution
I would make a few words decoded in each book you make, and automatically change the words into English in the enchanting table after the books are read. But I would randomize what the garbage is in the enchantment table, to avoid people coming up with guides. Like the idea?
Possibly, but what happens when someone totally surrounds it with bookshelves? Would that make it totally decoded? Even if it weren't, all a player would have to do is put the table near some bookshelves, and surf through buzzwords until he finds the word that he needs. A reed farm shouldn't be the only thing you need for decoding; some sort of puzzle element should still stick with the system.
I wouldn't totally randomize what the garbage words are either, because that reduces the solution process to trial and error even after solving the cryptogram. Grinding for experience is a chore, and trial and error would just result in more of that. How about just having a huge mix of different garbage/meaningful words instead? The guides are a good thing in this case, since they will make sure you don't have to keep grinding once you find the solution. The only thing they shouldn't do is decode your cipher for you.
I like the idea of having to solve a puzzle. Although, cryptograms should not become the focus of the enchantments. There shouldn't be separate names for the same effects, because that means tailoring the enchantment system to make the cryptograms work.
As well, if you had to "waste" a certain amount of experience on figuring out the cryptogram, I would be entirely against the idea of cryptograms.
This doesn't mean I'm against solving a puzzle to figure out what the enchants are, but there should be a way to solve the puzzle before you spend a single experience point.
What if the cryptogram itself was located in the End, or in the Nether? Maybe there could be phrases written in english throughout the nether, and the same phrases could be in cryptogram form in the End. The phrases could be written on some sort of sign block, like the signpost we already have.
With each new world generated, a randomly generated substitution cipher (still rendered the standard galactic alphabet) will make the decoded text seem like a random assortment of letters. Players would have to solve this cryptogram using the random minecraft-related words known to appear in the enchantment text. Most of the translated words would still be meaningless, but a number of identifying buzzwords will indicate the presence of a specific effect, and more than one could appear in the text. There would be more than one word per effect, so they won't be quite so easy to decipher without solving the cryptogram.
I think it would be a neat little optional minigame that wouldn't change nature of enchantments for the puzzle-challenged among us, but allow for those determined to get that silk touch to not have to grind up to level 40 many times after repeatedly getting the wrong enchantment.
Bottom line: Turn the enchantment text into a cryptogram randomly generated with each new world that allows you to decode your enchantments and solve them upon finding the solution
Your thoughts? Any modifications you would make?
Possibly, but what happens when someone totally surrounds it with bookshelves? Would that make it totally decoded? Even if it weren't, all a player would have to do is put the table near some bookshelves, and surf through buzzwords until he finds the word that he needs. A reed farm shouldn't be the only thing you need for decoding; some sort of puzzle element should still stick with the system.
I wouldn't totally randomize what the garbage words are either, because that reduces the solution process to trial and error even after solving the cryptogram. Grinding for experience is a chore, and trial and error would just result in more of that. How about just having a huge mix of different garbage/meaningful words instead? The guides are a good thing in this case, since they will make sure you don't have to keep grinding once you find the solution. The only thing they shouldn't do is decode your cipher for you.
As well, if you had to "waste" a certain amount of experience on figuring out the cryptogram, I would be entirely against the idea of cryptograms.
This doesn't mean I'm against solving a puzzle to figure out what the enchants are, but there should be a way to solve the puzzle before you spend a single experience point.
What if the cryptogram itself was located in the End, or in the Nether? Maybe there could be phrases written in english throughout the nether, and the same phrases could be in cryptogram form in the End. The phrases could be written on some sort of sign block, like the signpost we already have.