If a player puts two of the same items in an Anvil, those items can have their durability combined beyond %100.
For example: when combining an Iron Pick Axe of %62 durability with an Iron Pick Axe of %79 durability, the combination will result in an Iron Pick Axe of (%62+%79) %141 durability at max. However, an item can only have up to an extra %100 durability of said item (making it %200 as durable). This, of course, will be much more expensive (XP wise) when enchantments are in the equation. An items durability can also be boosted with the material of its crafting, in an Anvil. The Anvil is the only method of increasing an items maximum durability.
When an equipment is forged up to %150 or higher durability, the equipment is renamed to "Prime Equipment" ie: Prime Iron Sword. "Prime" equipment are %50 more effective and maintain their status until they reach a durability of %149 or lower.
When an equipment reaches a durability of %25 or lower, the equipment is renamed to "Damaged Equipment" i.e: Damaged Iron Sword. "Damaged" equipment are %50 less effective and maintain their status until they reach a durability of %26 or higher. So basically there are three status tiers for equipment that determine their effectiveness: Damaged (%1-%25), Standard (%26-%149), and Prime (%150-%200). The braking noise is heard when the equipment loses a status tier.
For the sake of balance, the Sharpness, Protection, Unbreaking, Efficiency, and Power enchantments have become %25 less effective.
This suggestion is intended to give more incentive to the Anvil and to make top tire equipment require more maintenance, and become more difficult to acquire, yet become a bit better in the process.
if I were to add something, I'd say the texture should change according to the amount of books stored.
Storing certain enchanted books could alter the chances of items receiving the enchantment from enchantment tables around it.
Like, say you have sharpness IV books loaded into all the book shelves around the enchantment table allowing Sharpness IV to become of greater chance when enchanting.
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One might if the equipment had amazing enchantments on it also, especially in the early-game.
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I simply support this.
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If anything, I wish it would be made with iron. Iron because I'm used to those metallic military name tags.
I'm not against Name Tags becoming craftable.
Is there a reason they aren't craftable though?
I recall them making mobs not despawn which could cause lag, worst case scenario.
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It's Original. It's befitting for a "curse". There's little curses as is so it's welcomed (imo).
Support.
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Honestly, I certainly don't see why not.
It doesn't sound too hard to implement either.
It's nothing grand or epic but it would be a nice little touch (imo).
Support.
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If a player puts two of the same items in an Anvil, those items can have their durability combined beyond %100.
For example: when combining an Iron Pick Axe of %62 durability with an Iron Pick Axe of %79 durability, the combination will result in an Iron Pick Axe of (%62+%79) %141 durability at max. However, an item can only have up to an extra %100 durability of said item (making it %200 as durable). This, of course, will be much more expensive (XP wise) when enchantments are in the equation. An items durability can also be boosted with the material of its crafting, in an Anvil. The Anvil is the only method of increasing an items maximum durability.
When an equipment is forged up to %150 or higher durability, the equipment is renamed to "Prime Equipment" ie: Prime Iron Sword. "Prime" equipment are %50 more effective and maintain their status until they reach a durability of %149 or lower.
When an equipment reaches a durability of %25 or lower, the equipment is renamed to "Damaged Equipment" i.e: Damaged Iron Sword. "Damaged" equipment are %50 less effective and maintain their status until they reach a durability of %26 or higher. So basically there are three status tiers for equipment that determine their effectiveness: Damaged (%1-%25), Standard (%26-%149), and Prime (%150-%200). The braking noise is heard when the equipment loses a status tier.
For the sake of balance, the Sharpness, Protection, Unbreaking, Efficiency, and Power enchantments have become %25 less effective.
This suggestion is intended to give more incentive to the Anvil and to make top tire equipment require more maintenance, and become more difficult to acquire, yet become a bit better in the process.
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"for whatever reason, this should not be a thing"
Give me a reason.
"it makes no sense"
It's a video game.
"if you jump, when you hit the ground afterwards, you will automatically stop sprinting, and you will have to do it again."
I don't think you understand how negatively that would effect speed-running parkourists.
That would ruin parkouring.
"This will kind of balance it out to where it is the same speed as just normal sprinting"
Balance? It's not over-powered nor under-powered; it's a simple mechanic, and sprint jumping already diminishes saturation much more comparatively.
Frankly, this idea is terrible and not needed.
NO Support.
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This has been suggested many times.
if I were to add something, I'd say the texture should change according to the amount of books stored.
Storing certain enchanted books could alter the chances of items receiving the enchantment from enchantment tables around it.
Like, say you have sharpness IV books loaded into all the book shelves around the enchantment table allowing Sharpness IV to become of greater chance when enchanting.
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It's an okay idea.
It seems like a more elaborate Desert Temple and who doesn't like an elaborate temple?
But Cave Spider spawners should stay in Abandoned Mine-shafts?
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I think it's a great idea for custom games.
If there was a rare enemy that dropped negative XP but a great drop also, I think it could be implemented, fairly, into survival.
I feel like all Wither Skeletons should drop negative XP to further harshen the Nether and complement their infective nature.
If negative XP is absorbed into an item with Mending, would it reduce its durability?
There could be a negative Bottle o' Enchanting too.
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It is a nice idea but how will the game be able to tell whether or not it is a cave?
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My opinion:
You can tame a Bear with Fish, only when it's not in an aggressive state.
Bears are stronger than Horses, can swim, and attack, but are slower / jump shorter / harder to control than Horses.
Bears would attack anything you're attacking when tamed.
Bears do not follow the player around when tamed like Dogs.
You would lose control over the Bear when the Bear is struck because the Bear attacks anything that attacks it.
Hitting a tamed Bear will un-tame it.
A bear may forget about you in 10 minutes, if you are not riding it, meaning you'll have to re-tame it.
And that's how I think this powerhouse of a unit can be balanced in-game.
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The thing about the Blind effect is that it also disables your sprint function: You can't sprint when blind.
This, when in combination with the Slowness effect, might be OP, or it might obsolesce the Slowness effect.
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Why not?
Why not also add a picture book to store the pictures in?
Why not also make Minecraft more beautiful to warrant taking pictures of it?
Just, why, not?
Wait, I'm sorry, is the Camera an item? What are you suggesting?
We can already take pictures with the F2 button.
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It is its own potion.
It is a potion all by itself.
It is the Custom Potion.
I don't understand the issue you are talking about, VolcanoBomber4.