So I'm testing out my creative mode world with survival mode methods and trying to figure out how to make everything work the way I want it. I stumble across the Enchanting Table and Anvils.
There has been much Discussion over Increasing the Cap or even making repairs "Indefinite".
What I would like to suggest is around a 3 - 4 point suggestion.
First Point. - I can't see the Durability of Exactly how many "Swings" i have left on a Pick-Axe or a Shovel or even a Sword.
Suggestion - Would be to add a new Bench/Item/Tool to check the durability of the item in a Number Form.
This would allow people to know for sure that they're going to need to Repair Soon / Craft a New Pick-Axe.
Second Point - Enchanting is confusing on how adding "New" enchants effects the Level of an Item/Repair Costs.
Suggestion - When using Enchants/Enchanting Items/Merging Enchanted items on the Anvil - Have the ability to see what the Previous "Level" is and what the new "Level" would be. That way people don't work up their way to level 31-40 just to Not be able to repair an Item where the Item Level is 41+.
Third Point - With the ever growing 'Infinite' world we should have an Ever Growing 'Infinite' Supply of Ability to Craft and Re-Create our Items and Servers.
Suggestion - Make our Anvils have the Ability to "Level Up". or make Enchanted Anvils. Just like Maps. You would however Take 8 Anvils Surrounding a Special "Enchanted" book to make the Anvil - Level 1 to Level 5.
Why this is good? - Because people are constantly getting Iron and Coal why not put the Iron to a good use and allow the Anvils to level up.
Where as a Level 0 Anvil would be There Current Base Line.
Level 0 - 40 Max Enchant / Repair.
Level 1 - 50 Max Enchant / Repair.
Level 2 - 60 Max Enchant / Repair.
Level 3 - 70 Max Enchant / Repair.
Level 4 - 80 Max Enchant / Repair.
Level 5 - 100 Max Enchant / Repair.
Where as a "Perfect" Sword would be able to be "Crafted" and at Level 100 (Durability/Enchants included) the Sword would now Be in it's Dying State.
When you Obtain a Sword with all the Max - "Perfect" - Enchants that it can possibly have you then find yourself able to Create armor kits.
The Suggested Maximum Level for an Enchanted Sword in a "Perfect" state would be around 75-80 Preferred. That way players would only make a Level 5 Anvil to "Up-Keep" their Weapons and Armor.
These suggestions would open up a Number of Possibilities for Enchants and Gameplay Features while Staying - Vanilla in nature.
Possible Gameplay Enhancements. - Supporting Examples, and Possible "Spawned" Ideas, Items, and/or Mobs. That would be In almost Direct Relation to the Anvils.
- Only Read for Examples of Anvil Relations -
-- Do Not Expect These to be Full-Suggestions --
1. Single Player -
==True Survival==
---- Players would find themselves going out more and actively trying to best their Foes and Bosses with the Challenge of Trying to Survive off the food in their Inventory and the tools they took with them. They'll go to the Netherworld and try to Slay more "Tantalizing" creatures to get Drops That are only Obtainable there and not Craftable by Player Methods.
(New Mobs, New Armor, New Weapons/Items. Anvil 5 to Repair Weapons and Armor from the Netherworld, Etc.)
== Dungeon Hunting ==
---- Players would be able to go out and Explore the world for New and Improved and Old Dungeons. These Dungeons would house Chests and Mini-Bosses and a large quantity of mobs. This would get players out of their Strongholds and get them out here. Chances are that the Dungeons would have "Changing" Mechanisms built of a New Material that is Un-Breakable (Like Bedrock, but with a Cobblestone/WoodPlank Textures) These Mechanisms would Change as players are forced through Mazes and Puzzles and faced against mobs. Tripwire Systems to force players to be careful when dredging through for the End Loot of hopefully Enchanted Armor, Diamonds, Gold, and other Resources.
Their likely to lose some of the armor and die a few times in the process of learning the dungeons. Their "Living" mechanisms would be difficult to Trace Down the first few times through and there could be a few "Reset" Switches to put everything back to it's Original State.
(New Mobs, New "Dungeons" (Different Levels and Types of "Spawned" Dungeons.)
2. Multiplayer -
== PVP ==
---- With the Onset of the "Online" world of Minecraft players would be able to "Spawn" into worlds Chose Factions - be Teleported to their Factions home bases and Start working their way around the world. With the Enchanting Table able to go up to a Certain Level players would be able to work for their factions and Earn their ability to "Trade" other players and/or craft better armor to go to war with.
Iron Armor could become really popular with Enchants such as Fire Resistance and adding Fire to the Weapon Types - Water Damage where Fire Resistant Armor would be useless and Water Damage would start to hurt players and the Elemental Effects of PVP would start to play a role and would help keep players in Combat longer to see who has the better Mettle and Strategy to surviving. These fights could be Small Scale of 2 Players fighting all the way up to 20v20 and beyond. Where Players would fight over Faction Contested Territory and/or try to top the PVP ladders with "Point" systems for how many Kills V Deaths V Draws a player has. There would also be the ability to add Emblems (Pictures) on the front/back of the armor to be notified of which faction you support.
(New Enchants[Elemental], New Emblems, New PVP methods, More Uses for already obtained Items/Armor/Resources.)
== Group Dungeon Running ==
--- Similiar to the Single Player Dungeon running however more people would be interested in trying to go hunting Dungeons and several people who play Locally or even "Privately" would be able to split the winnings and continue playing. Would incorporate teamwork with some of the dungeons where you'd only be able to access certain doors with certain pressure plates or levers pulled simultaneously.
Conclusion.
If you've read through a lot of the post you'll notice that a lot of this stuff can already be done with Mods; however, I'd like to see some of these things implemented into the Vanilla Version so that Mods can play off these factors in a newer way. That way someone doesn't have to manually create a dungeon every time and spawn mobs in all the time.
These changes would add a multitude to the game play and would allow Iron to become more of a Drained Resource.
tl;dr
More Enchants, More Anvils, More Use for an Items Level. etc. etc.etc.
Read More...
/tl;dr
Thank you for taking the time to read. Post Suggestions/comments/refinements and ask for clarity if you wish.
As for your anvil ideas, I can't think of anything wrong with being able to see the uses remaining with a tool, although your suggestion for doing so needs more detail. You should (or occasionally, have to) give us more than just "a new bench/item/tool".
I'm ambivalent on the second idea; it's the third idea that gives me trouble. I really think you need better reasoning than "Because people are constantly getting Iron and Coal why not put the Iron to a good use and allow the Anvils to level up" behind your idea, as it's not very convincing. Aside from that, adding these tiered anvils would put even more of a gap between new players and players with mob grinders who have "perfect" diamond armor and weapons. Furthermore, getting to level 100, or even 80, is a monumental and mind-numbing task; even killing the Ender Dragon won't get you there.
Your anvil ideas are by no means bad, these are but some flaws I would like to point out. I look forward to reading your defense/response, should there be one.
I would also advise you to read the rules and the pinned threads in the Suggestions forum. First, you can't have more than one unrelated idea per thread, and the gameplay enhancements have, as far as I can tell, have nothing to do with your anvil ideas. Second, the gameplay ideas sound extremely complicated, yet offer little to no details to aid comprehension.
The Anvil Idea for Levels 80-100 would be more or less geared for the More Developed and More "Set" players.
The other "Ideas" were just examples of How the Enchanting Tiers could be useful.
With the Coal and Iron issue. When you're going through the game, depending on gameplay. You will build Differently.
some people will build up massive quarrys and after a while get down to Diamond. When they've reached their Diamonds they wont be wanting to use Iron for just about everything for their tools and/or weapons and armor.
So when they're getting Iron they'll make an Anvil and Tracks and Other things with Iron. However, after a while they'll start to build a large supply of Iron Depending on their gameplay. If people obtain large quantaties and have hit the Cap of their Diamond Sword/Pickaxe and what not at 40. They may want to continue to use that same sword instead of having to go out and get all the Enchants and Levels again to try and make the same type of Sword.
Example of Diamond Sword hitting level 40.
You use your 30 Levels and get
Sharpening 3
Knockback 2
Looting 2
They Try to Upgrade that Sword by Making Looting 3.
by Merging a Sword with only Looting 2 and Sharpening 2.
They Cannot because that would require to many levels as the sword would then be at level 41+
When That becomes and Issue instead of Wasting 100's of Levels trying to get a New Sword like the old one and seeing the old one disappear after a while by, not being able to Repair it anymore.
They could spend the Levels / Iron to build a New Anvil - at Level 1.
When the Anvil gets to Level 1 they would now be able to Replenish their Sword and keep it alive for a few more uses and levels.
A few weeks or months, however long passes, they come back and they realize their sword is now at level 51+... Instead of getting to that point and saying "I wish I would have known before" they can Build an Anvil - at Level 2. To work on their Sword some more. Maybe add a few more Enchants.
I don't know what the Maximum Feasable Level for any Diamond Sword with all (non-Conflicting) Enchants on it would be however to keep repairing their sword that they're using for Mob Killing would be Awesome.
- The Checking System -
This could be an Item where you would craft it at a Crafting Bench with RedStone - Stone/Iron - and Glass.
Basically make it a High Powered Magnifying Glass. The would then Shift-Click on the Item in their Inventory while holding this in their hand and it would place into the Chat Box - [ Uses Left - 853 / Item Level 52 / Next Repair - 53 ].
Should the way Repairing an Item Changes and "Forging" an Enchanted Item Change - we may see something like.
Item Level 52 / Repairs Left 9
This would allow players to see how many Repairs they can do on a Given Item to make it's Durability last longer.
We could possibly see something to Refresh and Items Repair - being an Enchant at Level 8 for "Repairing" Level 1 - where you would place these two Items in an Anvil - The "Sword" and the "Book" and the Sword would have no new Item Level, however the Repairs Left would be increased by 2-3 depending on Luck. Scaling Repairing up to a Level 40 Enchantment for Reparing 5 could add up to 10-15 reparis to the Items "Repairing Durability" and thus we would have a Feasably Infinite Sword.
There could be Complications such as why would anyone ever use another Sword?
This would be answered by, you still have to have Different Enchants for Differnt Situations.
Such as adding an Elemental Enchant for Water, Dark, Fire, Earth, Etc. Etc. where these would have Strenghts against Blazes, and Endermen, and other "Elemental" Creatures.
We Could see a Knock Back 2 Sword with Sharpening 5 taking down a Creeper in one hit, where as a Blaze would still take 2-3 hits. Where as a Water Imbued - Diamond Sword with Sharpening 5 would Take down a Blaze in one hit and a Creeper would still likely blow-up on you.
- I hope that makes a little more sense.
Again the SinglePlayer/MultiPlayer "Suggestions" were more or less Examples of how these things would be used.
- The Levels are Still going to be a big Requirement and the more Developed Players with more Experience and more "Farms" would gain more use, where as your Average Minecraft player may never touch Enchanting on a Regular Basis, nor would they care that they could spend more levels on a Sword. However they may want to go and upgrade their Pick-Axes!
Was only meant to Deal With Enchants and Mainly the Anvil Issue. Everything else is just supporting Examples of how Adding the Tiered Anvils could be of Use.
I may have to Refine my first post a little later.
Have you ever made it to level 80 or 100? Whether it is geared towards the more "set" players or not, it would take an absurd amount of dull mob grinding.
I agree that you get a lot of iron, even by mid-game, but you can use iron every now and then, it always makes nice looking decoration blocks, and beacons should not be left out. Feel free to disagree with me, but I just don't think that the presence of a surplus is reason enough to implement something.
So because anvil costs increase with each repair, you need an anvil with increased level capacity to repair it? Why would you possibly want to do that, don't you think that by the time your sword (or what have you) requires 40 levels to repair, it would cost less to make a new one? Because levels are exponential, you could get to level 30 twice with the same amount of XP that it would take to get to level 40 once, and every level after that makes repairing your item even less feasible. So then, am I wrong when I say that the only reason to increase the level cap past 40 is so you can have more enchantments, and so that you can feel sentimental about how you've used a sword X number of times?
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I personally think that creating higher-tier anvils is a great idea. It would provide players with the ability to repair some tools that would otherwise be completely impossible to repair, while allowing Mojang to keep that beloved level cap of theirs. I might want to add that the level cap isn't exactly very welcomed amongst players from what I have seen. I certainly don't like it.
I would suggest having only two types of anvils; the basic anvil as-is, and a type of advanced anvil (takes 8 anvils and a rare item to craft) that does not have a level cap at all. "Durability" of the anvil would remain the same, despite the higher-tier anvil being made of 8 anvils.
The reason I suggest that it should be possible to go without a level cap is that I find it silly that the game decides for me when something is too expensive. If I absolutely want to spend 50 levels to repair a sword of mine, why should there be anything keeping me from doing so? No one is forcing players to do this, but the option to do so is a must-have in my opinion. The currently set level cap is forcing players to give up their hard-earned tools by either stashing them away and not using them, or by using them until they break.
Why would you possibly want to do that, don't you think that by the time your sword (or what have you) requires 40 levels to repair, it would cost less to make a new one?
If it costs 50 levels to repair a sword then that is considerably cheaper than enchanting new tools to get the same sword again. This is where your mentioned "dull mob grinding" would really become a problem: It's somewhat feasible to get to level 50 to repair said sword, but it is a painfully time-consuming task to reach level 30 several times, and then rely on pure luck to get the enchantments needed to make a new sword that is comparable to the first one. I personally would prefer reaching level 50 once in a while to repair my tools and then be on my merry way instead of spending days or weeks trying to make a sword with endgame enchantments although I've already gotten it before and have simply made good use of it.
Aside from that, adding these tiered anvils would put even more of a gap between new players and players with mob grinders who have "perfect" diamond armor and weapons.
How would it do that? It would simply allow the repairing of higher-tier tools, but it would not change what kind of tools a player could get, simply because there are only so many possible enchantments for each type of tool/weapon/piece of armor. It is perfectly possible with the current system to get an extremely powerful weapon, the one and only difference this addition would make is that it would be possible to repair these - and like I said, what reason is there to prevent the repairing of tools? It's completely silly!
There is a button if you press it together with f3 it will show the durability number as you move your mouse over it. I forgot what it is though so just look it up.
How would it do that? It would simply allow the repairing of higher-tier tools, but it would not change what kind of tools a player could get, simply because there are only so many possible enchantments for each type of tool/weapon/piece of armor. It is perfectly possible with the current system to get an extremely powerful weapon, the one and only difference this addition would make is that it would be possible to repair these - and like I said, what reason is there to prevent the repairing of tools? It's completely silly!
Well, I guess it's so you can't have the same sword forever, so you keep enchanting instead of just using anvils. The only thing I have against repairing tools indefinitely is that it becomes impractical past a certain point, and I think the current cap of 40 is that point. Also, the author does appear to me to want to be able to add more enchantments on, not just keep on repairing.
If it costs 50 levels to repair a sword then that is considerably cheaper than enchanting new tools to get the same sword again. This is where your mentioned "dull mob grinding" would really become a problem: It's somewhat feasible to get to level 50 to repair said sword, but it is a painfully time-consuming task to reach level 30 several times, and then rely on pure luck to get the enchantments needed to make a new sword that is comparable to the first one. I personally would prefer reaching level 50 once in a while to repair my tools and then be on my merry way instead of spending days or weeks trying to make a sword with endgame enchantments although I've already gotten it before and have simply made good use of it.
Well, it takes 4.115 as much XP to get to level 50 as it does to 30 (2.133 for level 40). I can usually get the enchantments I want within four attempts. Anyway, I prefer to take my chances with the enchanting table.
I think the current system is fine, but again, that's just me. Part of the problem for me with this suggestion is that I have an incredibly hard time reading and understanding the author's posts. I apologize if I misunderstood anything.
Well, I guess it's so you can't have the same sword forever, so you keep enchanting instead of just using anvils. The only thing I have against repairing tools indefinitely is that it becomes impractical past a certain point, and I think the current cap of 40 is that point. Also, the author does appear to me to want to be able to add more enchantments on, not just keep on repairing.
(A quote)
Well, it takes 4.115 as much XP to get to level 50 as it does to 30 (2.133 for level 40). I can usually get the enchantments I want within four attempts. Anyway, I prefer to take my chances with the enchanting table.
I think the current system is fine, but again, that's just me. Part of the problem for me with this suggestion is that I have an incredibly hard time reading and understanding the author's posts. I apologize if I misunderstood anything.
By the way, welcome to the forums!
First off, thanks for the welcome!
Second, keeping the same sword forever is practically impossible since the player is bound to die sometime either by being over-challenged or by a silly mistake (falling into 'hot tubs'), causing them to loose said sword. Also, renaming an item locks the anvil use cost in place, preventing it from rising as a result of repeated repairing. The purpose can't be to prevent the player from keeping the item, else renaming would not have that secondary effect.
Third, an item that costs 40+ levels to repair is very highly enchanted; for a sword, we are talking Sharpness IV, Knockback II, Fire Aspect II, Looting III. It is possible to get this sword with a single level 30 enchantment, albeit it being very rare (one in a thousand chance). You may call it overpowered; but letting it go is much easier said than done. Point is, some of these enchantments have a 2% chance of being chosen for an enchanted book, meaning that on average, 50 level 30 enchantments are needed to get it. This procedure is required 4 times (once for each enchantment) resulting in the equivalent of reaching level 30 about 200 times. Reaching Level 50 (4x level 30) is cheap in comparison.
Someone who has gone through the trouble of getting such a sword once, either through books or a one in a thousand chance enchantment, deserves better than to be forced to destroy the sword within 1561 hits (or stash it away and never use it).
I do think that "building" a highly enchanted sword like this should be much more expensive than it currently is to discourage making overpowered tools, but I stress that there should not ever be a level cap (or there should be a way to bypass the level cap in Survival mode). Loosing the previously mentioned sword is painful, and a level cost cap is just a sorry excuse of a reason to take said sword away from the player. It causes nothing but frustration, especially since the player can do nothing to change the fate of said tool apart from not using it. Either way it's a waste that doesn't need to be.
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There has been much Discussion over Increasing the Cap or even making repairs "Indefinite".
What I would like to suggest is around a 3 - 4 point suggestion.
First Point. - I can't see the Durability of Exactly how many "Swings" i have left on a Pick-Axe or a Shovel or even a Sword.
Suggestion - Would be to add a new Bench/Item/Tool to check the durability of the item in a Number Form.
This would allow people to know for sure that they're going to need to Repair Soon / Craft a New Pick-Axe.
Second Point - Enchanting is confusing on how adding "New" enchants effects the Level of an Item/Repair Costs.
Suggestion - When using Enchants/Enchanting Items/Merging Enchanted items on the Anvil - Have the ability to see what the Previous "Level" is and what the new "Level" would be. That way people don't work up their way to level 31-40 just to Not be able to repair an Item where the Item Level is 41+.
Third Point - With the ever growing 'Infinite' world we should have an Ever Growing 'Infinite' Supply of Ability to Craft and Re-Create our Items and Servers.
Suggestion - Make our Anvils have the Ability to "Level Up". or make Enchanted Anvils. Just like Maps. You would however Take 8 Anvils Surrounding a Special "Enchanted" book to make the Anvil - Level 1 to Level 5.
Why this is good? - Because people are constantly getting Iron and Coal why not put the Iron to a good use and allow the Anvils to level up.
Where as a Level 0 Anvil would be There Current Base Line.
Level 0 - 40 Max Enchant / Repair.
Level 1 - 50 Max Enchant / Repair.
Level 2 - 60 Max Enchant / Repair.
Level 3 - 70 Max Enchant / Repair.
Level 4 - 80 Max Enchant / Repair.
Level 5 - 100 Max Enchant / Repair.
Where as a "Perfect" Sword would be able to be "Crafted" and at Level 100 (Durability/Enchants included) the Sword would now Be in it's Dying State.
When you Obtain a Sword with all the Max - "Perfect" - Enchants that it can possibly have you then find yourself able to Create armor kits.
The Suggested Maximum Level for an Enchanted Sword in a "Perfect" state would be around 75-80 Preferred. That way players would only make a Level 5 Anvil to "Up-Keep" their Weapons and Armor.
These suggestions would open up a Number of Possibilities for Enchants and Gameplay Features while Staying - Vanilla in nature.
Possible Gameplay Enhancements. - Supporting Examples, and Possible "Spawned" Ideas, Items, and/or Mobs. That would be In almost Direct Relation to the Anvils.
- Only Read for Examples of Anvil Relations -
-- Do Not Expect These to be Full-Suggestions --
Conclusion.
If you've read through a lot of the post you'll notice that a lot of this stuff can already be done with Mods; however, I'd like to see some of these things implemented into the Vanilla Version so that Mods can play off these factors in a newer way. That way someone doesn't have to manually create a dungeon every time and spawn mobs in all the time.
These changes would add a multitude to the game play and would allow Iron to become more of a Drained Resource.
tl;dr
More Enchants, More Anvils, More Use for an Items Level. etc. etc.etc.
Read More...
/tl;dr
Thank you for taking the time to read. Post Suggestions/comments/refinements and ask for clarity if you wish.
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Retired StaffAs for your anvil ideas, I can't think of anything wrong with being able to see the uses remaining with a tool, although your suggestion for doing so needs more detail. You should (or occasionally, have to) give us more than just "a new bench/item/tool".
I'm ambivalent on the second idea; it's the third idea that gives me trouble. I really think you need better reasoning than "Because people are constantly getting Iron and Coal why not put the Iron to a good use and allow the Anvils to level up" behind your idea, as it's not very convincing. Aside from that, adding these tiered anvils would put even more of a gap between new players and players with mob grinders who have "perfect" diamond armor and weapons. Furthermore, getting to level 100, or even 80, is a monumental and mind-numbing task; even killing the Ender Dragon won't get you there.
Your anvil ideas are by no means bad, these are but some flaws I would like to point out. I look forward to reading your defense/response, should there be one.
I would also advise you to read the rules and the pinned threads in the Suggestions forum. First, you can't have more than one unrelated idea per thread, and the gameplay enhancements have, as far as I can tell, have nothing to do with your anvil ideas. Second, the gameplay ideas sound extremely complicated, yet offer little to no details to aid comprehension.
The Anvil Idea for Levels 80-100 would be more or less geared for the More Developed and More "Set" players.
The other "Ideas" were just examples of How the Enchanting Tiers could be useful.
With the Coal and Iron issue. When you're going through the game, depending on gameplay. You will build Differently.
some people will build up massive quarrys and after a while get down to Diamond. When they've reached their Diamonds they wont be wanting to use Iron for just about everything for their tools and/or weapons and armor.
So when they're getting Iron they'll make an Anvil and Tracks and Other things with Iron. However, after a while they'll start to build a large supply of Iron Depending on their gameplay. If people obtain large quantaties and have hit the Cap of their Diamond Sword/Pickaxe and what not at 40. They may want to continue to use that same sword instead of having to go out and get all the Enchants and Levels again to try and make the same type of Sword.
Example of Diamond Sword hitting level 40.
You use your 30 Levels and get
Sharpening 3
Knockback 2
Looting 2
They Try to Upgrade that Sword by Making Looting 3.
by Merging a Sword with only Looting 2 and Sharpening 2.
They Cannot because that would require to many levels as the sword would then be at level 41+
When That becomes and Issue instead of Wasting 100's of Levels trying to get a New Sword like the old one and seeing the old one disappear after a while by, not being able to Repair it anymore.
They could spend the Levels / Iron to build a New Anvil - at Level 1.
When the Anvil gets to Level 1 they would now be able to Replenish their Sword and keep it alive for a few more uses and levels.
A few weeks or months, however long passes, they come back and they realize their sword is now at level 51+... Instead of getting to that point and saying "I wish I would have known before" they can Build an Anvil - at Level 2. To work on their Sword some more. Maybe add a few more Enchants.
I don't know what the Maximum Feasable Level for any Diamond Sword with all (non-Conflicting) Enchants on it would be however to keep repairing their sword that they're using for Mob Killing would be Awesome.
- The Checking System -
This could be an Item where you would craft it at a Crafting Bench with RedStone - Stone/Iron - and Glass.
Basically make it a High Powered Magnifying Glass. The would then Shift-Click on the Item in their Inventory while holding this in their hand and it would place into the Chat Box - [ Uses Left - 853 / Item Level 52 / Next Repair - 53 ].
Should the way Repairing an Item Changes and "Forging" an Enchanted Item Change - we may see something like.
Item Level 52 / Repairs Left 9
This would allow players to see how many Repairs they can do on a Given Item to make it's Durability last longer.
We could possibly see something to Refresh and Items Repair - being an Enchant at Level 8 for "Repairing" Level 1 - where you would place these two Items in an Anvil - The "Sword" and the "Book" and the Sword would have no new Item Level, however the Repairs Left would be increased by 2-3 depending on Luck. Scaling Repairing up to a Level 40 Enchantment for Reparing 5 could add up to 10-15 reparis to the Items "Repairing Durability" and thus we would have a Feasably Infinite Sword.
There could be Complications such as why would anyone ever use another Sword?
This would be answered by, you still have to have Different Enchants for Differnt Situations.
Such as adding an Elemental Enchant for Water, Dark, Fire, Earth, Etc. Etc. where these would have Strenghts against Blazes, and Endermen, and other "Elemental" Creatures.
We Could see a Knock Back 2 Sword with Sharpening 5 taking down a Creeper in one hit, where as a Blaze would still take 2-3 hits. Where as a Water Imbued - Diamond Sword with Sharpening 5 would Take down a Blaze in one hit and a Creeper would still likely blow-up on you.
- I hope that makes a little more sense.
Again the SinglePlayer/MultiPlayer "Suggestions" were more or less Examples of how these things would be used.
- The Levels are Still going to be a big Requirement and the more Developed Players with more Experience and more "Farms" would gain more use, where as your Average Minecraft player may never touch Enchanting on a Regular Basis, nor would they care that they could spend more levels on a Sword. However they may want to go and upgrade their Pick-Axes!
Was only meant to Deal With Enchants and Mainly the Anvil Issue. Everything else is just supporting Examples of how Adding the Tiered Anvils could be of Use.
I may have to Refine my first post a little later.
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Retired StaffI agree that you get a lot of iron, even by mid-game, but you can use iron every now and then, it always makes nice looking decoration blocks, and beacons should not be left out. Feel free to disagree with me, but I just don't think that the presence of a surplus is reason enough to implement something.
So because anvil costs increase with each repair, you need an anvil with increased level capacity to repair it? Why would you possibly want to do that, don't you think that by the time your sword (or what have you) requires 40 levels to repair, it would cost less to make a new one? Because levels are exponential, you could get to level 30 twice with the same amount of XP that it would take to get to level 40 once, and every level after that makes repairing your item even less feasible. So then, am I wrong when I say that the only reason to increase the level cap past 40 is so you can have more enchantments, and so that you can feel sentimental about how you've used a sword X number of times?
I would suggest having only two types of anvils; the basic anvil as-is, and a type of advanced anvil (takes 8 anvils and a rare item to craft) that does not have a level cap at all. "Durability" of the anvil would remain the same, despite the higher-tier anvil being made of 8 anvils.
The reason I suggest that it should be possible to go without a level cap is that I find it silly that the game decides for me when something is too expensive. If I absolutely want to spend 50 levels to repair a sword of mine, why should there be anything keeping me from doing so? No one is forcing players to do this, but the option to do so is a must-have in my opinion. The currently set level cap is forcing players to give up their hard-earned tools by either stashing them away and not using them, or by using them until they break.
If it costs 50 levels to repair a sword then that is considerably cheaper than enchanting new tools to get the same sword again. This is where your mentioned "dull mob grinding" would really become a problem: It's somewhat feasible to get to level 50 to repair said sword, but it is a painfully time-consuming task to reach level 30 several times, and then rely on pure luck to get the enchantments needed to make a new sword that is comparable to the first one. I personally would prefer reaching level 50 once in a while to repair my tools and then be on my merry way instead of spending days or weeks trying to make a sword with endgame enchantments although I've already gotten it before and have simply made good use of it.
How would it do that? It would simply allow the repairing of higher-tier tools, but it would not change what kind of tools a player could get, simply because there are only so many possible enchantments for each type of tool/weapon/piece of armor. It is perfectly possible with the current system to get an extremely powerful weapon, the one and only difference this addition would make is that it would be possible to repair these - and like I said, what reason is there to prevent the repairing of tools? It's completely silly!
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Retired StaffWell, I guess it's so you can't have the same sword forever, so you keep enchanting instead of just using anvils. The only thing I have against repairing tools indefinitely is that it becomes impractical past a certain point, and I think the current cap of 40 is that point. Also, the author does appear to me to want to be able to add more enchantments on, not just keep on repairing.
Well, it takes 4.115 as much XP to get to level 50 as it does to 30 (2.133 for level 40). I can usually get the enchantments I want within four attempts. Anyway, I prefer to take my chances with the enchanting table.
I think the current system is fine, but again, that's just me. Part of the problem for me with this suggestion is that I have an incredibly hard time reading and understanding the author's posts. I apologize if I misunderstood anything.
By the way, welcome to the forums!
First off, thanks for the welcome!
Second, keeping the same sword forever is practically impossible since the player is bound to die sometime either by being over-challenged or by a silly mistake (falling into 'hot tubs'), causing them to loose said sword. Also, renaming an item locks the anvil use cost in place, preventing it from rising as a result of repeated repairing. The purpose can't be to prevent the player from keeping the item, else renaming would not have that secondary effect.
Third, an item that costs 40+ levels to repair is very highly enchanted; for a sword, we are talking Sharpness IV, Knockback II, Fire Aspect II, Looting III. It is possible to get this sword with a single level 30 enchantment, albeit it being very rare (one in a thousand chance). You may call it overpowered; but letting it go is much easier said than done. Point is, some of these enchantments have a 2% chance of being chosen for an enchanted book, meaning that on average, 50 level 30 enchantments are needed to get it. This procedure is required 4 times (once for each enchantment) resulting in the equivalent of reaching level 30 about 200 times. Reaching Level 50 (4x level 30) is cheap in comparison.
Someone who has gone through the trouble of getting such a sword once, either through books or a one in a thousand chance enchantment, deserves better than to be forced to destroy the sword within 1561 hits (or stash it away and never use it).
I do think that "building" a highly enchanted sword like this should be much more expensive than it currently is to discourage making overpowered tools, but I stress that there should not ever be a level cap (or there should be a way to bypass the level cap in Survival mode). Loosing the previously mentioned sword is painful, and a level cost cap is just a sorry excuse of a reason to take said sword away from the player. It causes nothing but frustration, especially since the player can do nothing to change the fate of said tool apart from not using it. Either way it's a waste that doesn't need to be.
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