Yeah, this is going to be a very very long post, and to make scrolling easier, I'm consolidating everything into spoilers. I feel threads get so jumbled without them. So, without further ado, my idea is, as simply put as I can say it... I'm not particularly happy with the enchantment and exp systems as they are now, so, I've implemented my ideas into a suggestion thread. I'm not the first with his or her own take on how the enchanting and exp system should work, and I'm open to criticism should any be required.
Oh, and before anyone says it preemptively before reading the thread, this is NOT a wishlist. Nor is the thread done yet either.
And here we go:
Changes to the names of enchantments.
So, I've never been quite satisfied with how enchantments' names are handled. It just seems rather lackluster. So, my idea for that breaks down into naming enchantments. Essentially like this:
Fire Aspect:
1: Flaming, of Flame
2: Firey, of Fire
3: Burning, of Burning
4: Charring, of Charring
5: Blazing, of Blaze
6: Flaring, of Flaring
7: Igniting, of Ignition
8: Melting, of Melting
9: Scorching, of Scorching
10: Incinerating, of Incineration
--------------------------------------------------------
Sharpness:
1: Harmful, of Harm
2: Damaging, of Damage
3: Painful, of Pain
4: Wounding, of Wounding
5: Marring, of Marring
6: Wrecking, of Wrecking
7: Ravaging, of Ravaging
8: Insufferable, of Suffering
9: Destroying, of Destruction
10: Brutal, of Brutalizing
So, when the enchantment system was giving you a Diamond Sword with Fire Aspect II and Sharpness IV; it might say "Fiery Diamond Sword of Wounding" or "Wounding Diamond Sword of Fire". It essentially gives a bit more character to your weapons, tools, and armor. This is just an example: I'll get to writing the full lists tomorrow, I just want to have the basics of this idea down. Now, why did I list it up to 10? Mapmakers. >:3
It could be argued that this idea would require you to check the Wiki to figure out exactly what tier is what achievement. Well, to that I say... where did you learn probably more than 75 percent of all the crafting recipes? Was it just all trial and error, or did you learn from some outside source? Exactly. :3 (So lame that the Xboxers get a GUIDE. In my day, we had to walk 1500 blocks through a Tundra biome to... ahh, I'm not going to do that. >:3)
And don't lie. If you make maps, tell me you would not want a Brutal Diamond Sword of Incineration.
Changes to existing enchantments.
~Will be written later. Need to do a bunch of testing still.~
New items to enchant and their enchantments.
~Dinnerbone has tweeted about some changes to fishing and such, so this will be written once those have been implemented.~
Enchanted Arrows. (You're going to like this one...)
Enchanted arrows. Seems simple, right? Honestly, no. It needs to be balanced right or it can be abused easily. So, I came up with a simple system for enchanting arrows: the less you enchant, the better the enchantment is likely to be. So you could enchant a **** ton of arrows at Level 30 and get some quasi okay arrows, or you could enchant one arrow at 30 and get the most badass arrow to ever exist ever.
So, as you're probably already thinking, how would this work out? There's 2 things that I'm addressing next: How does the game know which arrows to fire, and how does this work with Infinity? First, the game would fire the arrows based on a new Quiver slot. This slot holds up to a stack of arrows, and if there are arrows in that slot, you can fire the bow. You can store as many arrows as you like in your inventory, but only whatever is in your Quiver will be fired. Second, Infinity. Infinity could easily make that single badass arrow into 385 badass shots. So to combat that, Infinity is 3 times as rare as it is now. Considering how easy it is to get arrows in Minecraft once you're really set up, there isn't much to complain about there. You got along fine before Infinity and you can make do now.
Now, for the enchantments. These don't actually have any sort of modifiable data, there is only one kind of each enchantment and no tiers like with regular enchantments.
1. Fire Storm: Acts as Flame 1 if the bow you're using has no Flame enchantment, or doubles the damage of the fire if the bow does have Flame.
2. Needle Tip: Deals 30% more damage than average if there is no Power enchantment, or Inflicts half a heart more of damage if there is.
3. Forceful Momentum: Acts as Punch I if there is no Punch Enchantment, if there is, it increases the knockback from the Punch enchantment by 25%.
4. Sapping Shot: Inflicts a 5 second Poison 1 effect on your opponent and a 5 second Regeneration 1 effect on you, and a 10 second Strength 1 effect on both of you. Has no effect if the target is immune to poison.
5. Lucky Shot (exclusive to single arrow enchants only): When fired with a fully drawn back bow, it has a 50/50 chance to either deal 4 times the normal damage to your opponent or deal 4 times the normal damage to you. The arrow is used up either way and unaffected by Infinity.
6. Heavy Shot (exclusive to single arrow enchants only): Deals 100% more damage (Stacks with Power and Needle Tip) to your opponent, but for every heart of damage done you lose the equivalent amount of hunger, and if your hunger is gone, than it deals damage to your health too. For example, if you dealt 10 hearts of damage, you'd lose all 10 hunger bars. If you dealt 15 hearts of damage, then you'd lose all 10 hunger bars and 5 hearts of damage. This can be lessened in both Hunger loss and Health loss by using Protection armor.
Thinking of more. *hops in thinking chair*
Changes to experience.
Ghasts now give 20 exp versus the previous 5. Wither Skeletons and Zombie Pigmen give 10 exp versus the previous 5. Mob Spawners now give between 20 and 50 versus between 15 and 43. Charged Creepers give 15 exp.
Spiders, Skeletons, Cave Spiders, and Zombies from spawners give only 1 exp apiece. Go ahead, hate me, but there's still Blaze Farms, actual mob systems, Ender Enders, Silverfish Fishers... I want exp traps to be a later game thing. Not something you can have running within 5 minutes of finding it.
This is all I have so far. I have more to add, but I'm a bit short on time right now, so enjoy what I have up so far.
Excellent. Some minor tweaks to the names of magic items would be nice. It would improve the feel of the item, and make it less mechanical. (Ever played D&D and run around with a +4 sword...it seems to mechanical....even sharpness III is better...but that could use some improvement.)
I also agree with enchanted arrows arrahs. The trick would be balancing that out and coding it. One arrow, no matter how powerful, is not going to be as good of an investment as say, a nice bow and a stack of magic arrows. Also, would enchanted arrows "stack" with the bonuses from enchanted bows?
As for the mob grinders, I did a test once where I realized that to get to level 30 by hacking things apart in a desert, you'll take 45 minutes and burn through half a set of iron armor and 1/3 of a diamond sword. I'd be fine if spawners were nerfed, but then normal mobs would have to give more xp. So I partially agree with that part.
Good suggestions, needs some tweaking here and there, of course. (Enchanted Fishing rod of fortune IV? Multiple feesh in one go!)
Excellent. Some minor tweaks to the names of magic items would be nice. It would improve the feel of the item, and make it less mechanical. (Ever played D&D and run around with a +4 sword...it seems to mechanical....even sharpness III is better...but that could use some improvement.)
I also agree with enchanted arrows arrahs. The trick would be balancing that out and coding it. One arrow, no matter how powerful, is not going to be as good of an investment as say, a nice bow and a stack of magic arrows. Also, would enchanted arrows "stack" with the bonuses from enchanted bows?
As for the mob grinders, I did a test once where I realized that to get to level 30 by hacking things apart in a desert, you'll take 45 minutes and burn through half a set of iron armor and 1/3 of a diamond sword. I'd be fine if spawners were nerfed, but then normal mobs would have to give more xp. So I partially agree with that part.
Good suggestions, needs some tweaking here and there, of course. (Enchanted Fishing rod of fortune IV? Multiple feesh in one go!)
1 good arrow? Nah. A stack of good arrows? Yah.
Honestly, I just don't want the "Night one exp traps" to be as common. Ender Enders, Blaze Farms, Silverfishers, and classic mob traps fill that void rather well, I think.
And no, no feeshing rod. >:3
Also, Incinerating Diamond Sword of Brutality for the win.
I was thinking...what's a better name for knockback? Hurling? Throwing? Blasting? It seems like their should be a good adjective, but I can't think of one...
Also, what about the level of enchantments? Will it be like Fire Aspect II: Incinerating II Diamond Sword of Brutality IV?
Nah, the enchantment's name would refer to its level. You could argue that'd mean you'd have to check the wiki to learn the levels, but how did you learn all the crafting recipes? ;p
Oh, and before anyone says it preemptively before reading the thread, this is NOT a wishlist. Nor is the thread done yet either.
And here we go:
Fire Aspect:
1: Flaming, of Flame
2: Firey, of Fire
3: Burning, of Burning
4: Charring, of Charring
5: Blazing, of Blaze
6: Flaring, of Flaring
7: Igniting, of Ignition
8: Melting, of Melting
9: Scorching, of Scorching
10: Incinerating, of Incineration
--------------------------------------------------------
Sharpness:
1: Harmful, of Harm
2: Damaging, of Damage
3: Painful, of Pain
4: Wounding, of Wounding
5: Marring, of Marring
6: Wrecking, of Wrecking
7: Ravaging, of Ravaging
8: Insufferable, of Suffering
9: Destroying, of Destruction
10: Brutal, of Brutalizing
So, when the enchantment system was giving you a Diamond Sword with Fire Aspect II and Sharpness IV; it might say "Fiery Diamond Sword of Wounding" or "Wounding Diamond Sword of Fire". It essentially gives a bit more character to your weapons, tools, and armor. This is just an example: I'll get to writing the full lists tomorrow, I just want to have the basics of this idea down. Now, why did I list it up to 10? Mapmakers. >:3
It could be argued that this idea would require you to check the Wiki to figure out exactly what tier is what achievement. Well, to that I say... where did you learn probably more than 75 percent of all the crafting recipes? Was it just all trial and error, or did you learn from some outside source? Exactly. :3 (So lame that the Xboxers get a GUIDE. In my day, we had to walk 1500 blocks through a Tundra biome to... ahh, I'm not going to do that. >:3)
And don't lie. If you make maps, tell me you would not want a Brutal Diamond Sword of Incineration.
So, as you're probably already thinking, how would this work out? There's 2 things that I'm addressing next: How does the game know which arrows to fire, and how does this work with Infinity? First, the game would fire the arrows based on a new Quiver slot. This slot holds up to a stack of arrows, and if there are arrows in that slot, you can fire the bow. You can store as many arrows as you like in your inventory, but only whatever is in your Quiver will be fired. Second, Infinity. Infinity could easily make that single badass arrow into 385 badass shots. So to combat that, Infinity is 3 times as rare as it is now. Considering how easy it is to get arrows in Minecraft once you're really set up, there isn't much to complain about there. You got along fine before Infinity and you can make do now.
Now, for the enchantments. These don't actually have any sort of modifiable data, there is only one kind of each enchantment and no tiers like with regular enchantments.
1. Fire Storm: Acts as Flame 1 if the bow you're using has no Flame enchantment, or doubles the damage of the fire if the bow does have Flame.
2. Needle Tip: Deals 30% more damage than average if there is no Power enchantment, or Inflicts half a heart more of damage if there is.
3. Forceful Momentum: Acts as Punch I if there is no Punch Enchantment, if there is, it increases the knockback from the Punch enchantment by 25%.
4. Sapping Shot: Inflicts a 5 second Poison 1 effect on your opponent and a 5 second Regeneration 1 effect on you, and a 10 second Strength 1 effect on both of you. Has no effect if the target is immune to poison.
5. Lucky Shot (exclusive to single arrow enchants only): When fired with a fully drawn back bow, it has a 50/50 chance to either deal 4 times the normal damage to your opponent or deal 4 times the normal damage to you. The arrow is used up either way and unaffected by Infinity.
6. Heavy Shot (exclusive to single arrow enchants only): Deals 100% more damage (Stacks with Power and Needle Tip) to your opponent, but for every heart of damage done you lose the equivalent amount of hunger, and if your hunger is gone, than it deals damage to your health too. For example, if you dealt 10 hearts of damage, you'd lose all 10 hunger bars. If you dealt 15 hearts of damage, then you'd lose all 10 hunger bars and 5 hearts of damage. This can be lessened in both Hunger loss and Health loss by using Protection armor.
Thinking of more. *hops in thinking chair*
Spiders, Skeletons, Cave Spiders, and Zombies from spawners give only 1 exp apiece. Go ahead, hate me, but there's still Blaze Farms, actual mob systems, Ender Enders, Silverfish Fishers... I want exp traps to be a later game thing. Not something you can have running within 5 minutes of finding it.
This is all I have so far. I have more to add, but I'm a bit short on time right now, so enjoy what I have up so far.
WHAT?!
Danger zone.
I also agree with enchanted
arrowsarrahs. The trick would be balancing that out and coding it. One arrow, no matter how powerful, is not going to be as good of an investment as say, a nice bow and a stack of magic arrows. Also, would enchanted arrows "stack" with the bonuses from enchanted bows?As for the mob grinders, I did a test once where I realized that to get to level 30 by hacking things apart in a desert, you'll take 45 minutes and burn through half a set of iron armor and 1/3 of a diamond sword. I'd be fine if spawners were nerfed, but then normal mobs would have to give more xp. So I partially agree with that part.
Good suggestions, needs some tweaking here and there, of course. (Enchanted Fishing rod of fortune IV? Multiple feesh in one go!)
1 good arrow? Nah. A stack of good arrows? Yah.
Honestly, I just don't want the "Night one exp traps" to be as common. Ender Enders, Blaze Farms, Silverfishers, and classic mob traps fill that void rather well, I think.
And no, no feeshing rod. >:3
Also, Incinerating Diamond Sword of Brutality for the win.
WHAT?!
Danger zone.
WHAT?!
Danger zone.
1. So how does the naming work if there's more than 2 enchantments?
2. Do you have the completed name list so I can put it into the config file?
Nah, the enchantment's name would refer to its level. You could argue that'd mean you'd have to check the wiki to learn the levels, but how did you learn all the crafting recipes? ;p
WHAT?!
Danger zone.
Efficiency I-IV re-names:
I: Diamond Pick of Haste.
II: Diamond Pick of Speed.
III: Diamond Pick of Efficiency (Efeeshency?)
IV: Diamond Pick of Alacrity
Unbreaking I-IV re-names:
I: Durable Pick
II: Unyielding Pick
III: Everlasting Pick
IV: Indestructible Pick
Who else wants a Indestructible Diamond Pick of Alacrity?
WHAT?!
Danger zone.