I suggest a small but important enhancement be made to the enchanting system.
When you first craft a enchantment table it should give you somewhat unpredictable results but as time goes by and you enchant more and more items on it, it would begin to give you better, more predictable results. The level of the enchantment and the material used would control the amount of "breaking in" on the table. (This prevents you from quickly breaking it in with level one enchants on stone tools.)
With this system after perhaps a few dozen high level diamond tool enchantments your crafting table would start to consistently give out better enchantments,
Each enchanting table would have a value unique to it that represents the amount of use it has had so should you break it you don't lose all of the work you put in.
I think this is a good idea. Perhaps they should keep track of how much eperience (not experience levels) each player uses on an enchanting table, and multiply that by values based on the material enchanted (x1 for wood, x2 for stone, x3.5 for gold, x3 for iron, and maybe x5 for diamond, maybe this should be adjusted, I'm just guessing). And eventually, when you build up enough experience in a specific table, say the equivalent of level 100, you can get a specific enchantment that you want, not just guess and hope for the best.
The specific value may be too complex to store when you break the table, so perhaps it could work like Ender chests, but instead of accessing your items from any chest, all enchanting tables know hom much experience you spent on enchantments.
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I like the idea but I think it would get annoying. You would want to know that in a couple of enchantments you could've gotten better ones.
I find it hard to understand what you are saying there at the last bit. There is some ambiguity with relative time frame. It sounds to me like you are saying you would not get as good results at first. If this is what you are saying then I would like to express that it is already quite random, so it would not be all that different in the beginning.
I think this is a good idea. Perhaps they should keep track of how much eperience (not experience levels) each player uses on an enchanting table, and multiply that by values based on the material enchanted (x1 for wood, x2 for stone, x3.5 for gold, x3 for iron, and maybe x5 for diamond, maybe this should be adjusted, I'm just guessing). And eventually, when you build up enough experience in a specific table, say the equivalent of level 100, you can get a specific enchantment that you want, not just guess and hope for the best.
The specific value may be too complex to store when you break the table, so perhaps it could work like Ender chests, but instead of accessing your items from any chest, all enchanting tables know hom much experience you spent on enchantments.
Thanks for the support on this. I do like the idea of having multipliers based on the material. I was thinking .5 for wood 1 for stone 1.5 for iron 2.5 for diamond and 3 for gold. Getting to pick your enchantment might by controversial, many people could see that as being overpowered. Perhaps you have the table have a certain skill set, like for the different kinds of tools so it enchants those tools more efficiently. I don't believe it would be too complex for individual tables. The only values necessary are the exp and the enchant type. As for enderchest style ability, it defeats the point of customization with regards to your idea.
How will it know which enchantments are "better" than others?
Random enchanting is better; because I don't want to recieve what I want every time. That makes the game much too easy.
It can determine which ones are better based on the rarity, level, and number of enchantments per tool. With this you are about as likely to receive a Silk Touch pickaxe as you are a Fire Aspect II Sharpness IV Sword,
This system does not mean you will get the same thing every time, it just means it has a higher likelyhood to give you preferable enchantments.
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When you first craft a enchantment table it should give you somewhat unpredictable results but as time goes by and you enchant more and more items on it, it would begin to give you better, more predictable results. The level of the enchantment and the material used would control the amount of "breaking in" on the table. (This prevents you from quickly breaking it in with level one enchants on stone tools.)
With this system after perhaps a few dozen high level diamond tool enchantments your crafting table would start to consistently give out better enchantments,
Each enchanting table would have a value unique to it that represents the amount of use it has had so should you break it you don't lose all of the work you put in.
Any feedback greatly appreciated. Thanks
The specific value may be too complex to store when you break the table, so perhaps it could work like Ender chests, but instead of accessing your items from any chest, all enchanting tables know hom much experience you spent on enchantments.
No I will not +1 you unless you say something worth +1ing. Respect is earned, not given.
Random enchanting is better; because I don't want to recieve what I want every time. That makes the game much too easy.
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I find it hard to understand what you are saying there at the last bit. There is some ambiguity with relative time frame. It sounds to me like you are saying you would not get as good results at first. If this is what you are saying then I would like to express that it is already quite random, so it would not be all that different in the beginning.
Thanks for the support on this. I do like the idea of having multipliers based on the material. I was thinking .5 for wood 1 for stone 1.5 for iron 2.5 for diamond and 3 for gold. Getting to pick your enchantment might by controversial, many people could see that as being overpowered. Perhaps you have the table have a certain skill set, like for the different kinds of tools so it enchants those tools more efficiently. I don't believe it would be too complex for individual tables. The only values necessary are the exp and the enchant type. As for enderchest style ability, it defeats the point of customization with regards to your idea.
It can determine which ones are better based on the rarity, level, and number of enchantments per tool. With this you are about as likely to receive a Silk Touch pickaxe as you are a Fire Aspect II Sharpness IV Sword,
This system does not mean you will get the same thing every time, it just means it has a higher likelyhood to give you preferable enchantments.