I very much like enchanting as a game mechanic, but I think it could be a lot more in-depth. The anvils and the upcoming enchanting books are a step in the right direction, so I'm going to take a bit of time to explain what i'd like to see coming to enchantments.
1. Enchantment book implementation with village priest trading.
i like the idea of enchantments-via-trading as you can currently do with priests, and this might be a cool addition. buying a standard book would be cheap (2-3 emeralds) but an enchanted one would range based on level of enchantment. (12[efficiency I]-128 emeralds{enchanting book only]). There could even be some enchantments that were only available through this method.
2. Enchantment Book-Only enchantments.
I like the idea of very hard to obtain enchantments that could only be obtained in naturally-occuring (or traded-for) enchanting books that could be found (already enchanted) inside dungeon chests on very rare occasions (~2x rarer than a music disc?). These would of course be very "good" enchantments, and because the tool is now repairable with an anvil, it would make the extensive dungeon spelunking worth it.
Ideas for some rare enchantments: (ongoing list)
1.Wisdom/Intelligence I-V, Sword enchantment
I know, this has been modded before. Essentially, each additional level provides a 50% experience increase when a mob is killed. Maximum of 350% experience, Minimum of 150% experience.
2. Smelting I-III, Pickaxe enchantment
Similar to silk touch, each level adds a 33.33...%(or maybe 25%) chance that when mining an object, it will drop as it would if smelted, e.g. Iron ore drops one iron ingot, logs drop one charcoal, cobblestone drops stone (maybe). I don't quite know what stone should drop. Cannot be paired with fortune(?)
Note: I am not sure that the smelting enchantment would be beneficial. Please discuss. Also, should smelting be paired with fortune?
3. Open to suggestions. (personally, I think the game needs more sword/armor enchantments)
Also, a simple idea for fireworks: Since fireworks will be almost exclusively used in multiplayer or for adventure maps, where viewers may be very far away from the source of the firework, it may be a good idea to have fireworks appear regardless of render distance and distance from the particle effects. I realize that this may be exceedingly difficult in terms of programming, but I am suggesting it anyway.
TL;DR version
Priests should trade enchanted books
Some enchantments should only be obtainable through Enchanting books
As much as I would love the Wisdom enchantment, it might be overpowered in the long run and overspoil you with more experience than the game already can. The Smelting enchantment has been suggested hundreds of times, and it puts a dent on furnace use (and gaining experience from those too).
Would nerfing the extra XP cap down to 200% be better, or is the idea too overpowered? also keep in mind that those enchants are designed to be difficult to get. I totally agree that Smelting would be a bit silly.
1. Enchantment book implementation with village priest trading.
i like the idea of enchantments-via-trading as you can currently do with priests, and this might be a cool addition. buying a standard book would be cheap (2-3 emeralds) but an enchanted one would range based on level of enchantment. (12[efficiency I]-128 emeralds{enchanting book only]). There could even be some enchantments that were only available through this method.
2. Enchantment Book-Only enchantments.
I like the idea of very hard to obtain enchantments that could only be obtained in naturally-occuring (or traded-for) enchanting books that could be found (already enchanted) inside dungeon chests on very rare occasions (~2x rarer than a music disc?). These would of course be very "good" enchantments, and because the tool is now repairable with an anvil, it would make the extensive dungeon spelunking worth it.
Ideas for some rare enchantments: (ongoing list)
1.Wisdom/Intelligence I-V, Sword enchantment
I know, this has been modded before. Essentially, each additional level provides a 50% experience increase when a mob is killed. Maximum of 350% experience, Minimum of 150% experience.
2. Smelting I-III, Pickaxe enchantment
Similar to silk touch, each level adds a 33.33...%(or maybe 25%) chance that when mining an object, it will drop as it would if smelted, e.g. Iron ore drops one iron ingot, logs drop one charcoal, cobblestone drops stone (maybe). I don't quite know what stone should drop. Cannot be paired with fortune(?)
Note: I am not sure that the smelting enchantment would be beneficial. Please discuss. Also, should smelting be paired with fortune?
3. Open to suggestions. (personally, I think the game needs more sword/armor enchantments)
Also, a simple idea for fireworks: Since fireworks will be almost exclusively used in multiplayer or for adventure maps, where viewers may be very far away from the source of the firework, it may be a good idea to have fireworks appear regardless of render distance and distance from the particle effects. I realize that this may be exceedingly difficult in terms of programming, but I am suggesting it anyway.
TL;DR version
Priests should trade enchanted books
Some enchantments should only be obtainable through Enchanting books
Would nerfing the extra XP cap down to 200% be better, or is the idea too overpowered? also keep in mind that those enchants are designed to be difficult to get. I totally agree that Smelting would be a bit silly.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium//www.minecraftwiki.net/wiki/Enchanted_Book" target="" data-ensure-absolute>Enchanted Book to Villagers and Chests