how about the presence of animals near your enchanting table gives it an animal spirit bonus, increasing the chance for a higher level enchant to appear.
AND HERE IT IS FOLKS! the long awaited L50 enchant.
clicks: i lost count after 5000. seriously. five thousand.
that's 1 in at least 2500 tries, since it takes one click to put it in AND one click to take it out.
anyone got some icy hot for my forearm and clicking finger? this is just ridiculous or I'm extremely unlucky.
ITS IDEA TIME!!! how about making it so that the bookshelves and enchanting table have to be setup outside so that they get a sun bonus. sun = higher percentage of a high level enchant.
EDIT: i forgot to tell everyone what i got for 5000+ clicks: unbreakable III.
Perhaps you can select which level enchantment AND which enchantment you want, and then you are given a sliding puzzle of varying difficulty in proportion to the level of the enchant you want (more puzzle pieces for higher levels, less for lower)
Then you have to complete said puzzle in a given time.
If you fail, you start over.
note: the pictures in the sliding puzzle should use the images from the in-game paintings, or perhaps more 'evil' looking images with the same resolution.
although i dont have 1.9pre5, when it comes out i dont want to click click click to get an enchantment i want.
P.S. Get two of the same tool and be swaping them in the enchantment box, now you only need to do one click to see new enchantments
well that definitely helps. thank you for your creativity. +1. only problem is that my brain still needs about a 1/2 second to process the three random numbers im seeing. the time spent will still be in the hours.
as for the puzzles - anything to make this mindless clicking go away. any and all ideas to fix this failed system are welcome!!!!!
hmm, system hasn't been fixed, sooo its idea time!
how about being able to write in books. okay, this idea has come up before, but what i mean is that you use specific key words in a certain order, like the enchanting table's phrases in standard galactic alphabet. you write these in a book and then place them in the bookshelves. the more of these key 'phrases' you have in books, that are in the bookshelves, the more of a bonus of receiving a higher level enchant.
Really there's only one solution needed - non-random enchants. How it gets there almost doesn't matter to me, but I'll make a suggestion for one possible way that I would like. Let the players spend XP to unlock a enchantment type and level. From then on, you can only use unlocked enchantments to enchant your items, but it doesn't cost any further XP.
I don't care if that makes enchantment "easy". So what if it does? MC isn't a hard-core grinding RPG. It should be fun, fast and simple. Not some magic slot machine.
How about the enchanting table does NOT stop at 30 bookshelves but rather stops at 80, so that you can add a ceiling and floor of bookshelves that increases the chance of a higher level enchant. It doesn't have to go beyond L50, just that higher numbers come up more often.
My friend, you hit the nail on the head. That's exactly what the system is now, and it shouldn't be. +1
To add another idea so that this post isn't considered 'championing', how about bookshelves ANYWHERE in the vicinity of the enchanting table increases your chance for a higher level enchant to come up, regardless if they have line of sight or not. maybe within 64 blocks. So that someone who takes the time to build a formal looking library with torches, tables and chairs, etc, has a greater chance than someone who just plops an enchanting table in the middle of a NON-CREATIVE CUBE OF BOOKSHELVES.
How about if you have to choose how much of your experience you'll spend before you get any enchantments to choose from? You can pay in as much as you want. You can't get an enchant of higher level than what you pay, but you will also get no lower than half that amount. There would still be a chance of not getting a Lv. 50, but it would be much lower due to the fact that most lower-level enchantments would be excluded at that point.
That's a good idea AnonTheMouse and it's a reasonable solution if a random mechanism must be kept. Personally I would prefer a system more like you are suggested in your crossbow/gun post, but expanded for all magic items and enchanting. It would more flexible and give players more options than the current system.
new idea!? how about getting rid of the randomness of it all and just making it so we can select the available enchantment from the level we are. if multiple enchantments are available, then we can put multiple enchantments.
why does the dynamic of this part of the game have to be hidden and random? some people want silk touch, some want unbreaking. why do we have to be stuck with something we dont want?
since tnt has great potential energy, and since the enchanting system is a complete dependent on magical randomness, how about placing tnt next to the bookshelves increases the chance of a high level enchant to come up.
since tnt has great potential energy, and since the enchanting system is a complete dependent on magical randomness, how about placing tnt next to the bookshelves increases the chance of a high level enchant to come up.
Umm...that one sounds ridiculously dangerous.
Hmm...since Diamonds seem to be a key component, and so does Obsidian, how about "feeding" the table more raw materials to raise its base value? Or just the presence of Obsidian and Diamond blocks counts as well as Bookshelves...possibly moreso...such that a library with a Diamond roof and Obsidian floor is even better.
see, wasn't that easy!? and you both got a +1 from me because (this is directed toward the other 4 million people that play) ANY IDEA IS BETTER THAN THE CURRENT SYSTEM IN PLACE!!!
love the idea of feeding the bookshelf, making a richer library environment, even the % based on the three slots.
you could even expand a little on the first two by giving bookshelves an overhaul: instead of just wooden bookshelves, you could make iron ones, gold ones, even diamond bookshelves, increasing the % for a high level enchant to appear.
keep it rolling folks, free +1's to everyone for trying!!!
Here is my suggestion. I edited a screenshot of my inventory to show just generally how it could work.
**this post assumes you can grow to a level past 50, i haven't gotten that far yet so IDK if it is possible**
So basically among the changes...
-visual
--the alien language name things are shorter
--added a refresh button, so you don't have to lift/ drop the item each time
--added the FOCUS bar
What is the focus bar? The focus bar is my suggestion for helping people to get high level enchantments. Basically the focus bar would have 2 bars, the first one on the left is your "base focus", and it is full if your hp and hunger bar are both full. Having just this focus bar full would make the enchanting process work pretty much exactly like it does now.
The differences:
-without a max "base focus" bar, your chances of getting a high level are proportinally even worse than now
-secondary focus bar can only be raised if "base focus" bar is max
-it would cost XP levels to raise your secondary focus bar
-there would be 4 stages to the secondary focus bar, and they would cost 1,2,4,8 XP levels accordingly. In the screenshot, you can see I am at the first tier, and it would cost 2 mroe XP to raise the tier, then 4, then 8, etc.
-the closer your secondary focus bar is to full [4th tier], the higher the enchantment levels are displayed, up to the maximum of your bookshelves.
-When you click "+", it will automatically shuffle the page/ get new enchantments for you based on the newly raised focus level
-If you "refresh" with a raised secondary focus level, the focus level will go down by 1 tier per refresh. This prevents this feature from being overused. You could mathematically work out what the best ratio of probabilities is so that it is mathematically more beneficial to go to tier 4 then it is to go to tier 1 and refresh 15 times (1+2+4+8), etc.
-also, if you chose to enchant, it will lower your secondary focus level by 1 point. You can then place another item, and you will "start" that enchantment with your existing focus. However if you leave the table, your secondary focus will vanish. This makes sense because a successful enchantment and changing items would lose the focus and concentration of a enchanter person. However they would still have more focus at that point compared to if they had just come to the table to start.
I think this gives enchanting a more fun element. You as the enchanter need to focus your mind as much as possible, but you can only enchant ideally as much as your enchantment table/ library is capable of. Your chances of success and quality of work should go up if you are relaxed (not injured/ hungry), and take the time (XP levels) to focus and concentrate your mind on a proper enchantment.
If this was used, at the end of the day, compared to the current system, a player could still sit and mindlessly click the button 5 billion times to get a high level enchantment, or they could fork up the extra XP for a much higher chance to get the higher level.
So, what do you think? It is just an idea, and if you don't like my photo, try to look beyond that. I just wanted to visualize a way to get a higher level enchantment to come up.
I don't even like the thought of finding a level 50 enchant, not even knowing what it might add, even if the words don't make sense. ( I edited my jar file to change the font of the table to english so i could read it better ) I got a level 45 enchant and it just gave me unbreakable II which i really thought was a waste of my time, as i had to spend over an hour and a half getting it as well..
All spells in each new world are associated with different random combinations of words, right? Well, in the new system, each subdivision of spell would be associated with a word based on its type. (For example, Respiration would be "[water word]" "[protection word]" "[life word]", Fire Resistance would be "[fire word]" "[protection word]", Fire Aspect would be "[fire word]" "[attack word]" "[status inflicting word]", etc.). You can type in the power words of a spell on the Enchanting Table, thereby selecting the spell you want. Then you get its EXP cost and can choose to cast or not.
But wait! Every world, the words are randomized and often have nothing to do with their chosen spell types. So what do you do? Research! Find Dungeons, and sometimes you'll find spell books in the loot stashes- these mystic tomes contain the name of several enchantments in Minecraftian and their associated power words. (These are a lot more common in stronghold libraries, and often appear when you break their bookshelves.) Then you can use your knowledge of these few spells to figure out the spells for others. Spell books can also be purchased in NPC villages in exchange for gold nuggets.
how about the presence of animals near your enchanting table gives it an animal spirit bonus, increasing the chance for a higher level enchant to appear.
how about being able to open the bookshelves and by adding more books to them increases the chance for a higher level enchantment from the table.
clicks: i lost count after 5000. seriously. five thousand.
that's 1 in at least 2500 tries, since it takes one click to put it in AND one click to take it out.
anyone got some icy hot for my forearm and clicking finger? this is just ridiculous or I'm extremely unlucky.
ITS IDEA TIME!!! how about making it so that the bookshelves and enchanting table have to be setup outside so that they get a sun bonus. sun = higher percentage of a high level enchant.
EDIT: i forgot to tell everyone what i got for 5000+ clicks: unbreakable III.
P.S. Get two of the same tool and be swaping them in the enchantment box, now you only need to do one click to see new enchantments
I like puzzles!
Perhaps you can select which level enchantment AND which enchantment you want, and then you are given a sliding puzzle of varying difficulty in proportion to the level of the enchant you want (more puzzle pieces for higher levels, less for lower)
Then you have to complete said puzzle in a given time.
If you fail, you start over.
note: the pictures in the sliding puzzle should use the images from the in-game paintings, or perhaps more 'evil' looking images with the same resolution.
well that definitely helps. thank you for your creativity. +1. only problem is that my brain still needs about a 1/2 second to process the three random numbers im seeing. the time spent will still be in the hours.
as for the puzzles - anything to make this mindless clicking go away. any and all ideas to fix this failed system are welcome!!!!!
how about being able to write in books. okay, this idea has come up before, but what i mean is that you use specific key words in a certain order, like the enchanting table's phrases in standard galactic alphabet. you write these in a book and then place them in the bookshelves. the more of these key 'phrases' you have in books, that are in the bookshelves, the more of a bonus of receiving a higher level enchant.
I don't care if that makes enchantment "easy". So what if it does? MC isn't a hard-core grinding RPG. It should be fun, fast and simple. Not some magic slot machine.
How about the enchanting table does NOT stop at 30 bookshelves but rather stops at 80, so that you can add a ceiling and floor of bookshelves that increases the chance of a higher level enchant. It doesn't have to go beyond L50, just that higher numbers come up more often.
My friend, you hit the nail on the head. That's exactly what the system is now, and it shouldn't be. +1
To add another idea so that this post isn't considered 'championing', how about bookshelves ANYWHERE in the vicinity of the enchanting table increases your chance for a higher level enchant to come up, regardless if they have line of sight or not. maybe within 64 blocks. So that someone who takes the time to build a formal looking library with torches, tables and chairs, etc, has a greater chance than someone who just plops an enchanting table in the middle of a NON-CREATIVE CUBE OF BOOKSHELVES.
How about if you have to choose how much of your experience you'll spend before you get any enchantments to choose from? You can pay in as much as you want. You can't get an enchant of higher level than what you pay, but you will also get no lower than half that amount. There would still be a chance of not getting a Lv. 50, but it would be much lower due to the fact that most lower-level enchantments would be excluded at that point.
new idea!? how about getting rid of the randomness of it all and just making it so we can select the available enchantment from the level we are. if multiple enchantments are available, then we can put multiple enchantments.
why does the dynamic of this part of the game have to be hidden and random? some people want silk touch, some want unbreaking. why do we have to be stuck with something we dont want?
Umm...that one sounds ridiculously dangerous.
Hmm...since Diamonds seem to be a key component, and so does Obsidian, how about "feeding" the table more raw materials to raise its base value? Or just the presence of Obsidian and Diamond blocks counts as well as Bookshelves...possibly moreso...such that a library with a Diamond roof and Obsidian floor is even better.
love the idea of feeding the bookshelf, making a richer library environment, even the % based on the three slots.
you could even expand a little on the first two by giving bookshelves an overhaul: instead of just wooden bookshelves, you could make iron ones, gold ones, even diamond bookshelves, increasing the % for a high level enchant to appear.
keep it rolling folks, free +1's to everyone for trying!!!
**this post assumes you can grow to a level past 50, i haven't gotten that far yet so IDK if it is possible**
So basically among the changes...
-visual
--the alien language name things are shorter
--added a refresh button, so you don't have to lift/ drop the item each time
--added the FOCUS bar
What is the focus bar? The focus bar is my suggestion for helping people to get high level enchantments. Basically the focus bar would have 2 bars, the first one on the left is your "base focus", and it is full if your hp and hunger bar are both full. Having just this focus bar full would make the enchanting process work pretty much exactly like it does now.
The differences:
-without a max "base focus" bar, your chances of getting a high level are proportinally even worse than now
-secondary focus bar can only be raised if "base focus" bar is max
-it would cost XP levels to raise your secondary focus bar
-there would be 4 stages to the secondary focus bar, and they would cost 1,2,4,8 XP levels accordingly. In the screenshot, you can see I am at the first tier, and it would cost 2 mroe XP to raise the tier, then 4, then 8, etc.
-the closer your secondary focus bar is to full [4th tier], the higher the enchantment levels are displayed, up to the maximum of your bookshelves.
-When you click "+", it will automatically shuffle the page/ get new enchantments for you based on the newly raised focus level
-If you "refresh" with a raised secondary focus level, the focus level will go down by 1 tier per refresh. This prevents this feature from being overused. You could mathematically work out what the best ratio of probabilities is so that it is mathematically more beneficial to go to tier 4 then it is to go to tier 1 and refresh 15 times (1+2+4+8), etc.
-also, if you chose to enchant, it will lower your secondary focus level by 1 point. You can then place another item, and you will "start" that enchantment with your existing focus. However if you leave the table, your secondary focus will vanish. This makes sense because a successful enchantment and changing items would lose the focus and concentration of a enchanter person. However they would still have more focus at that point compared to if they had just come to the table to start.
I think this gives enchanting a more fun element. You as the enchanter need to focus your mind as much as possible, but you can only enchant ideally as much as your enchantment table/ library is capable of. Your chances of success and quality of work should go up if you are relaxed (not injured/ hungry), and take the time (XP levels) to focus and concentrate your mind on a proper enchantment.
If this was used, at the end of the day, compared to the current system, a player could still sit and mindlessly click the button 5 billion times to get a high level enchantment, or they could fork up the extra XP for a much higher chance to get the higher level.
So, what do you think? It is just an idea, and if you don't like my photo, try to look beyond that. I just wanted to visualize a way to get a higher level enchantment to come up.
[My Suggestion] Safes/ Locked Chests http://www.minecraftforum.net/topic/881982-a-safe-vault-a-balanced-approach/
All spells in each new world are associated with different random combinations of words, right? Well, in the new system, each subdivision of spell would be associated with a word based on its type. (For example, Respiration would be "[water word]" "[protection word]" "[life word]", Fire Resistance would be "[fire word]" "[protection word]", Fire Aspect would be "[fire word]" "[attack word]" "[status inflicting word]", etc.). You can type in the power words of a spell on the Enchanting Table, thereby selecting the spell you want. Then you get its EXP cost and can choose to cast or not.
But wait! Every world, the words are randomized and often have nothing to do with their chosen spell types. So what do you do? Research! Find Dungeons, and sometimes you'll find spell books in the loot stashes- these mystic tomes contain the name of several enchantments in Minecraftian and their associated power words. (These are a lot more common in stronghold libraries, and often appear when you break their bookshelves.) Then you can use your knowledge of these few spells to figure out the spells for others. Spell books can also be purchased in NPC villages in exchange for gold nuggets.
Eh?