Realism problems aside, as sunperp said, lag would be a hazard. Not to mention that desert villages/temples might get buried in sand by the time you find them.
Y'know it's funny... I was actually thinking of making a similar enchantment overhaul renaming Enchantments to Enhancements in the spirit of renaming Achievements to Advancements. Part of it adds new items and new enhancements such as the ability to completely suppress fire damage, albeit not being able to apply any additional protections on the armor.
Okay to be fair I think you may have written this one before I came up with my idea. I seem to remember reading that post.
A lot of people complain about the chance in enchantments but I'm not exactly sure why this feature gets so much flak since IMO it's supposed to be a bit of a gamble. I think it's because enchantments like Sharpness or Power act as entirely new tiers, whereas enchantments like Bane of Arthropods are complete trash.
I'm not sure if you were planning to upload these later or not but I don't see any attachments. Also, why the change to 3 paper?
Mmkay
Right away I'm not sure about this one since I generally consider Unbreaking, especially levels 1-3, to be a cheap early-game enchantment. I also find Unbreaking especially useful since I tend to use iron tools long into the mid-game because of how cheap they are.
This sounds okay, albeit I'm not sure about "Swing Faster". While I'm not as much of a defender of 1.9 combat as I was back in the day, I don't think upsetting the balance like this should be done on its own. If you're going to make a combat overhaul, I would do it and get it over with.
I like the use of blaze powder but I think this is a bit cheap for a specialized enchantment.
Okay
While this ender pearl cost makes sense for the new Tool and Weapon uses, I feel like it's a bit much to enchant a fishing rod. Ender Pearls are kinda expensive before you reach the end IMO since endermen spawn semi-infrequently, are somewhat dangerous to fight and even when you win against one, there's a chance it won't drop one. I definitely wouldn't want to put ender pearls on my fishing rods early-game.
Hmmmmmm
I'm not sure about this since it kinda makes the Turtle Helmet completely redundant.
It's kinda hard to judge this one since Nether Quartz gets progressively more expensive on servers, Nether Quartz gets more and more difficult to find near spawn. On the other hand, Nether Quartz is incredibly cheap in singleplayer, just as much as redstone or lapis.
I feel like diamonds would be a better resource for luck even if Tinkers' Construct uses lapis.
Ok.
This is way too cheap.
Please no. Poison thrown by witches is already OP enough. Also, why reduce wither damage on its own when you could have an enchantment er... enhancement that reduces all magic attacks?
Okay
Ehhhhh okay
Should Silk Touch really be that rare? It's probably less useful practically than something like Fortune or Sharpness, and is only really useful for getting some aesthetic blocks, or for saving coal when you want to build a giant castle out of stone bricks.
Okay well... If Silk Touch was expensive, Mending is really cheap.
Mending is an enchantment that makes your tools practically indestructible, and considering how some of these enhancements can cost barely anything at all like the Shocking enhancement, that means a lot of these are one-time payments.
Uhhhh... so Unbreaking costs... 104 Diamonds? Is that really balanced? Also... what exactly do you mean by the cost tripling, because 1*(3^(5-1)) does not equal 104? I'm not really sure what else "triples for each additional level" could possibly mean.
Also, as a writing note, could you have disclosed this before you mentioned which items you're paying for each enhancement?
Eehhhhh... I don't know that Golden Tools will have that much more purpose.
Least-needed is a subjective measurement. Some people might consider the Flame on that bow to be useful, for example.
I would say I disagree with this but I've never really tossed around the idea before. That being said, if your argument is that XP is too grindy, I would argue this enhancement system is far more grindy considering that while XP can be gained passively throughout your playtime, these items need to be actively mined or crafted.
Again with the writing tips, I don't understand why this question isn't answered immediately. This is the initial argument you need to make before you can suggest me you have a better idea and you chose to answer it in two sentences at the end of your post.
Also, I feel like it's a moot point saying you'll waste a lot of lapis and leather on the enchantments you want since you'll waste far more resources on these new enhancements. Seriously... 81 104 Diamonds for... Unbreaking V? Unbreaking V? And meanwhile Luck V only requires 81 104 Lapis, which I can get far easier.
Lastly, while you say enchanting is a lottery... I will again restate that I think that's the point. Before Mending, you would have to either repair or replace your tools semi-frequently even if you used diamond tools. This means each time you enchant a tool, you're hoping for good stuff.
I'll take those into account. (Sorry for long quote - deletion doesn't work as well on mobile.)
Maybe some type of imbuing gem from villagers would work better?
That's basically what my original suggestion was about: 15 different types of gem dropped from one ore or bought from villagers. Problem: It adds 15 useless items. Which is why I came up with this one instead.
I know this is your "point", i was responding to it..
Youre saying it "needs to" for it to be realistic. I was saying that realistic is necessary for minecraft. Simply put. I mean we have a bucket that can technically hold an infinite amount of water.
Realisticness is not a necessity, and shouldnt be used as an argument for minecraft. Unless you dont want buckets holding tons of water, no evil mobs, no respawning from a bed, no mushroom biome, etc.... you shouldnt be trying to use it as an argument.
Must not forget that minecrafts goal is to take you away from "reality" into a "fantasy". The goal is for fun > realism
It doesn't need to be realistic, just makes sense. Sand falling from the sky doesn't make sense.
I know this is your "point", i was responding to it..
Youre saying it "needs to" for it to be realistic. I was saying that realistic is necessary for minecraft. Simply put. I mean we have a bucket that can technically hold an infinite amount of water.
Realisticness is not a necessity, and shouldnt be used as an argument for minecraft. Unless you dont want buckets holding tons of water, no evil mobs, no respawning from a bed, no mushroom biome, etc.... you shouldnt be trying to use it as an argument.
Must not forget that minecrafts goal is to take you away from "reality" into a "fantasy". The goal is for fun > realism
It doesn't need to be realistic, just makes sense. Sand falling from the sky doesn't make sense.
Except you have to go out and grind to get resources to enhance. Compare finding all these resources just for one extra enchantment level compared to breeding cows for a few hours and getting max-level enchantments consistently. Every time you want to add Unbreaking to a tool, you have to sacrifice a diamond per level. XP can also be tedious to obtain but becomes substantially easier in the late-game. (1395 XP; for reference, about 280 Enderman must be killed to go from 0 to 30.) Plus, enchanting only takes one to three levels, meaning that buy sacrificing three levels, you'll only need 306 XP to reach 30 again. Those six diamonds you spent crafting a pick and putting Unbreaking 3 on it can basically guarantee Efficiency 4 and Unbreaking 3 at level 30 enchants on two pickaxes. That's ignoring other enchantments like Fortune or Silk Touch. There are also enchanted books that guarantee you'll get the enchantments on there. Enchanted books are easy to obtain: villagers, dungeon chests, End Cities. Even just fishing can net you the rare Mending books.
Enchanting shouldn't be a chore to obtain. The most common and useful enchantment consumes one of the rarest resources in the game? Not everybody can go mining that much. The benefits should outweigh the costs, not vice-versa.
While I might change diamonds, most of the others (Haste, Luck, Tough, Sharp) are resources you will probably have a few of by the time you make the enhancement table (although some, like Decay, which are more OP, are more expensive.)
I would also like to see mending require only a fixed cost of raw materials, no XP required, but I didn't add it here as it would become too wishlisty.
I don't like the idea of replacing enchanting altogether. And if you ask me, your suggested system sounds much more tedious and spreadsheet-y than placing a tool/book in an enchanting table and clicking a button.
No support.
Placing a tool and some materials in an table and clicking a button is no more tedious than placing a tool and a book in a table and clicking a button.
Isn't this basically just the system from Tinker's Construct, but without a Smeltery and modified slightly? Not that I am opposed to that, I'm just curious.
Yes, it's inspired by TCon's similar system.
I could really take or leave this system. I definitely don't like it overriding enchantments on existing gear, plus the "least-needed" enchantments is subjective.
Don't worry, all existing enchantments will carry over (provided they don't get cut). Neededness is determined by objective orders.
I think what would be ideal is a combination of both systems. Being able to potentially get a good mix of enchantments right off the bat with enchanting, or being in for a longer grind to make exactly what you want.
I present to you: Enhancements! Taking the chance away from enchanting.
Wait, didn't you already suggest this on another thread?
Well yes, but this one's different. That one got flak for adding 15 pointless gems. This one won't have any of that.
What are enhancements?
Enhancements are a new way of upgrading your tool, replacing enchanting. Whereas with enchanting you rely on chance (and lapis and XP) to get what you want, enhancing takes semi-common items you probably have, and nothing else.
How do they work?
To enhance your tool, you need an Enhancement Table (attachment 1). This is crafted just like an enchanting table, but with 3 paper repclacing the book (attatchment 2).
When opened, the table opens up a GUI with a single slot. Place your tool in the slot and more slots open up for gems to be placed in (coming soon).
What enhancements are there?
There are 18 enhancements in total, 2 of which can only be obtained through trading or chest loot.
In this table, T = effects on tools (pickaxe/axe/shovel/shears), W = effects on weapons (sword/axe/trident), R = effects on ranged weapons (bow/crossbow/trident), A - effects on armour and shields.
Diamond - Unbreaking - Last longer - max 5
Redstone - Haste - T Mine faster, W Swing faster, R Fire faster - max 5
Blaze Powder - Firey - WR Inflict fire damage, A Reduce fire damage - max 3
Obsidian - Tough - WR Pierce armor, A Reduce damage - max 5
Ender Pearl - Lure - T Pull in items, WR Pull in mobs, A Increase mob spawn, F (fishing rods) Pull in fish faster - max 3
Scute - Aqua Affinity - T Mine faster underwater, W Swing faster underwater, R Fire faster underwater, A Swim faster, AH (Helmets) Breathe underwater - max 3
Nether Quartz - Sharp - WR Deal more damage, T Damage attackers - max 5
Lapis - Luck - TWR Get more drops, A Increase chance of enemy missing - max 5
Endstone - Reinforced - R Penetrate mobs, A Reduce blast damage - max 3
Redstone Torch - Shocking - WR Stun mobs (strike with lightning if stormy), A Reduce damage form lightning - max 3
Wither Rose - Decay - WR Deal wither damage, A Reduce wither damage - max 3
Slime Block - Knockback - WR Deal knockback, A Reduce knockback - max 3
Gold Ingot - Smite - WR Deal more damage against undead - max 3
Ancient Silk* - Silky - T Get the exact block, W Get mob heads - 1 level
Mending Moss* - Mending - Repair itself - 1 level
Ancient Silk and Mending Moss can be found in chest loot or bought from priest villagers for 12-17 emeralds each.
Enhancing takes 1 of the material for level 1, but the cost triples for each additional level (however, level 5 requires 64 of the material) so getting Sharp 5 requires a whopping 104 nether quartz!
How many enhancements can you put on a single tool?
Good question. Every different tier of tool has a different amount of sockets for gems.
Wood/stone tools, leather/chain armour, bows, fishing rods, shears - 3 sockets
Iron/diamond tools/armour, crossbows, tridents, shields - 4 sockets
Anything golden - 5 sockets
Yes, golden tools now have at least some purpose - superior enhanceability.
What will happen to my god diamond _?
Don't worry, because your super-OP enchanted gear will become super-OP enhanced gear.
For example, a Fortune III Unbreaking III Efficiency V diamond pickaxe will become a Luck 3 Unbreaking 3 Haste 5 diamond pickaxe. You will only lose enchantments if you are over the limit (i.e. a Power V Punch V Unbreking III Infinity I Flame I bow), in which case the game removes your least-needed enchantments (ie. Punch and Flame).
Does it cost any XP?
Nope. In fact, I'd like to see XP removed altogether (although that's for another thread, to avoid being wishlisty).
Why replace enchantments with enhancements?
As the old thread's OP stated, enchanting is a lottery. You'll waste a lot of XP, lapis, leather and time getting the enchantments you wanted (I still haven't managed to get Infinity on my bow).
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Supprot for villagers fighting back against zombies/raids; No Support for the rest. You need to word your suggestions better, though.
0
Two problems:
1. This would interfere with throwing eggs
2. We already have too many foods
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Partial Supprop. You might need to word it better, though.
0
Support
Few if no items should be left uncraftable.
0
This would get in the way if you wanted to mine sand for glass or TNT.
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Realism problems aside, as sunperp said, lag would be a hazard. Not to mention that desert villages/temples might get buried in sand by the time you find them.
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I'll take those into account. (Sorry for long quote - deletion doesn't work as well on mobile.)
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That's basically what my original suggestion was about: 15 different types of gem dropped from one ore or bought from villagers. Problem: It adds 15 useless items. Which is why I came up with this one instead.
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It doesn't need to be realistic, just makes sense. Sand falling from the sky doesn't make sense.
It doesn't need to be realistic, just makes sense. Sand falling from the sky doesn't make sense.
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While I might change diamonds, most of the others (Haste, Luck, Tough, Sharp) are resources you will probably have a few of by the time you make the enhancement table (although some, like Decay, which are more OP, are more expensive.)
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I would also like to see mending require only a fixed cost of raw materials, no XP required, but I didn't add it here as it would become too wishlisty.
Placing a tool and some materials in an table and clicking a button is no more tedious than placing a tool and a book in a table and clicking a button.
Yes, it's inspired by TCon's similar system.
Don't worry, all existing enchantments will carry over (provided they don't get cut). Neededness is determined by objective orders.
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I present to you: Enhancements! Taking the chance away from enchanting.
Wait, didn't you already suggest this on another thread?
Well yes, but this one's different. That one got flak for adding 15 pointless gems. This one won't have any of that.
What are enhancements?
Enhancements are a new way of upgrading your tool, replacing enchanting. Whereas with enchanting you rely on chance (and lapis and XP) to get what you want, enhancing takes semi-common items you probably have, and nothing else.
How do they work?
To enhance your tool, you need an Enhancement Table (attachment 1). This is crafted just like an enchanting table, but with 3 paper repclacing the book (attatchment 2).
When opened, the table opens up a GUI with a single slot. Place your tool in the slot and more slots open up for gems to be placed in (coming soon).
What enhancements are there?
There are 18 enhancements in total, 2 of which can only be obtained through trading or chest loot.
In this table, T = effects on tools (pickaxe/axe/shovel/shears), W = effects on weapons (sword/axe/trident), R = effects on ranged weapons (bow/crossbow/trident), A - effects on armour and shields.
Diamond - Unbreaking - Last longer - max 5
Redstone - Haste - T Mine faster, W Swing faster, R Fire faster - max 5
Blaze Powder - Firey - WR Inflict fire damage, A Reduce fire damage - max 3
Obsidian - Tough - WR Pierce armor, A Reduce damage - max 5
Ender Pearl - Lure - T Pull in items, WR Pull in mobs, A Increase mob spawn, F (fishing rods) Pull in fish faster - max 3
Scute - Aqua Affinity - T Mine faster underwater, W Swing faster underwater, R Fire faster underwater, A Swim faster, AH (Helmets) Breathe underwater - max 3
Nether Quartz - Sharp - WR Deal more damage, T Damage attackers - max 5
Lapis - Luck - TWR Get more drops, A Increase chance of enemy missing - max 5
Endstone - Reinforced - R Penetrate mobs, A Reduce blast damage - max 3
Redstone Torch - Shocking - WR Stun mobs (strike with lightning if stormy), A Reduce damage form lightning - max 3
Wither Rose - Decay - WR Deal wither damage, A Reduce wither damage - max 3
Slime Block - Knockback - WR Deal knockback, A Reduce knockback - max 3
Gold Ingot - Smite - WR Deal more damage against undead - max 3
Ancient Silk* - Silky - T Get the exact block, W Get mob heads - 1 level
Mending Moss* - Mending - Repair itself - 1 level
Ancient Silk and Mending Moss can be found in chest loot or bought from priest villagers for 12-17 emeralds each.
Enhancing takes 1 of the material for level 1, but the cost triples for each additional level (however, level 5 requires 64 of the material) so getting Sharp 5 requires a whopping 104 nether quartz!
How many enhancements can you put on a single tool?
Good question. Every different tier of tool has a different amount of sockets for gems.
Wood/stone tools, leather/chain armour, bows, fishing rods, shears - 3 sockets
Iron/diamond tools/armour, crossbows, tridents, shields - 4 sockets
Anything golden - 5 sockets
Yes, golden tools now have at least some purpose - superior enhanceability.
What will happen to my god diamond _?
Don't worry, because your super-OP enchanted gear will become super-OP enhanced gear.
For example, a Fortune III Unbreaking III Efficiency V diamond pickaxe will become a Luck 3 Unbreaking 3 Haste 5 diamond pickaxe. You will only lose enchantments if you are over the limit (i.e. a Power V Punch V Unbreking III Infinity I Flame I bow), in which case the game removes your least-needed enchantments (ie. Punch and Flame).
Does it cost any XP?
Nope. In fact, I'd like to see XP removed altogether (although that's for another thread, to avoid being wishlisty).
Why replace enchantments with enhancements?
As the old thread's OP stated, enchanting is a lottery. You'll waste a lot of XP, lapis, leather and time getting the enchantments you wanted (I still haven't managed to get Infinity on my bow).
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Sounds good, but I'd rather keep the oceanic stuff to the Overworld's oceans.
0
Partial Sipprot. A splash bottle of honey should be obtainable but useless, like a splash awkward potion.
1
Herobrine is and never will be official.