What am I doing wrong? I have an enchantment table surrounded by books, I've hacked my level up to 999999 but I still cannot enchant anything past level 8... I even killed a crap load of zombies manually...
Edit: I only hacked my level after seeing no increase after killing a lot of zombies
If the enchantment table is touching the bookshelves, it doesn't work
Normally I'm not one to complain about new features in the game, but this randomized enchanting system is absurdly stupid. Anyone should be able to see how blatantly obvious it is that this is a terrible system. I can't believe Notch thought it was a good idea, and I seriously hope he comes to his senses and changes it to something more reasonable.
Everyone having the same chance means that beforehand, it is fair, but after you have made the determination you are locked into an unfair situation.
If everything costs an appropriate amount, then it is balanced. Sure, one guy may save up xp to get the really expensive, awesome item. But joe could get the more affordable item sooner and be reaping its benefits.
< - MEGA SNIP - >
All of economics and game design says it is possible. You don't need random chance.
You are a great person.
+1
While cheating, it took me 20+ level 35+ enchants to get a silk touch. And I only ever got one. In a legit game this would be unthinkable.
I think it would be fair to make specific enchantments selectable as long as the costs are scaled accordingly. Perhaps we could take the best of both worlds and implement a system in which an enchantment has to be "discovered" randomly before being consistently available.
If the system is kept in its current form, I think it would be fair to allow enchanted items to be repaired without loss of enchantment. Either way, the current system is too demanding when playing legit. Most legit players would probably take many months before creating an item that is actually worth the cost of its enchantment.
Some way to determine the outcome of an enchantment would be nice, at least there is no "failed to enchant" situation that makes you lose your resources. That's what I hated most in RPGs was the chance to completely lose valuable items.
We definitely need the ability to repair enchanted items, even if it takes some Levels to do so.
Allowing for an item to be enchanted multiple times would be neat to but probably over powered, (after just playing with the "God Sword")
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Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
I don't want a predictable expensive system, that's what potion making is for. If you want a second potion system that's fine, but I don't want copies of current systems. And as I stated in another topic, the cost probably needs to be lowered quite a bit if this random system will succeed. I like getting surprised with an epic Efficiency V, Unbreaking III, Silk Touch I. It's fun.
Fortune3 is useless cause silktouch keeps the block intact so the extra ore/gems enchant doesnt help you at all. If the silktouch was unbreakable it would be the best pick ever. ran out of levels to use on enchants so ill just use silk touch to get myself ore blocks and if i have to many of them i should have gathered enough levels to hopefully get a fortune - unbreakable pick.
I could have gotten way way way worse though so im satisfied with my luck this time. I can finaly make a redstone house ;p
I don't want a predictable expensive system, that's what potion making is for. If you want a second potion system that's fine, but I don't want copies of current systems. And as I stated in another topic, the cost probably needs to be lowered quite a bit if this random system will succeed. I like getting surprised with an epic Efficiency V, Unbreaking III, Silk Touch I. It's fun.
So, should be cheaper, but kept totally random.
No, potions are for a short-term boost. Enchantments are a long-term investment. If it was the other way around it would be better. Expending some minor resources for a short term boost that is random is much less of a big deal than spending hours of work and effort to get a long-term bonus that might suck.
If you spend that many resources, you should get something meaningful out of it.
While cheating, it took me 20+ level 35+ enchants to get a silk touch. And I only ever got one. In a legit game this would be unthinkable.
Just to get 1 attempt at a level 35 enchantment legitimately you have to slay around 850+ monsters. This system is broke, unless you have a massive mob tower. (and even then it would take a long time.)
Trying to obtain high level enchantments without a mob spawning tower, will result in a rage quit when the creeper decides to end you at level 25. (hours of work wasted) It hasn't happened to me because I am smart enough to not attempt it.
This needs a fix.
If they want to keep it simple and keep the current leveling progression maybe cap the max enchantment level at 15 or something, other wise there needs to be way less xp required per level (especially at the high end.) or Both...
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When no one was looking, the Endermen took forty blocks.
They took 40 blocks. That’s as many as four tens. And that’s horrible.
No, potions are for a short-term boost. Enchantments are a long-term investment. If it was the other way around it would be better. Expending some minor resources for a short term boost that is random is much less of a big deal than spending hours of work and effort to get a long-term bonus that might suck.
If you spend that many resources, you should get something meaningful out of it.
You'll always get something extremely useful, it just might not be what you wanted. Efficiency III and Unbreaking III are the most common for tools, one heavily increases your speed and one heavily increases the life span of the tool. Also, if you consider Ghast Tears a minor resource that's funny. Potions can last quite a while if you make good ones, longer than a standard piece of Protection IV armor at least.
Exactly. The problem here is for such an exorbitant cost you could wind up with total crap. I don't mind the cost, I'll even pay more. But I should be able to pick the enchantments, or at least the first one. It's my experience, my single player world, and I put the effort into getting the levels. I should be able to spend it on what I want.
Hell, restrict me to one enchant per item, that's fine by me.
Then why don't you just get a **** ton of experience, and use NBTedit to get rid of the experience and give you a really powerful item.
I personally much much much prefer the random system. I think it's really the only way to accommodate the entire spectrum of minecraft players.
Seriously guys, this is a new mechanic of the game and it's difficult, which is good. If it were any less difficult, there'd be thousands of people (probably the same people who are bitching now) bitching about it being too overpowered. Additionally, consider how it was before. You'd kill thousands of monsters, get 0 XP, not be able to enchant ****, and you were perfectly content with your diamond tools. Now that you're able to make them stronger, albeit through much hardship, you're crying about it. YOU HAVEN'T LOST ANYTHING. THIS WASN'T A TRADE-OFF. Notch gave you an extra ability in the game without limiting any others. He just made the game easier for everyone (and a hell of a lot more interesting), and you're whining because it's not easy enough.
Then why don't you just get a **** ton of experience, and use NBTedit to get rid of the experience and give you a really powerful item.
I personally much much much prefer the random system. I think it's really the only way to accommodate the entire spectrum of minecraft players.
Seriously guys, this is a new mechanic of the game and it's difficult, which is good. If it were any less difficult, there'd be thousands of people (probably the same people who are bitching now) bitching about it being too overpowered. Additionally, consider how it was before. You'd kill thousands of monsters, get 0 XP, not be able to enchant ****, and you were perfectly content with your diamond tools. Now that you're able to make them stronger, albeit through much hardship, you're crying about it. YOU HAVEN'T LOST ANYTHING. THIS WASN'T A TRADE-OFF. Notch gave you an extra ability in the game without limiting any others. He just made the game easier for everyone (and a hell of a lot more interesting), and you're whining because it's not easy enough.
There was a trade off. Mobs HP went up, and our attack power went down.
I really don't want randomness in the game at all. We already have drop rates based on randomness. But all you get screwed out of there is a few chinks in your sword, not hours of work.
Enchantment needs to be. . . special. . .
IDEA:
Puzzle 'mini game': Enchantment based on a (randomly generated, if you must have randomness) puzzle/math/word problem sort of thing.
Like those picture where you have to figure out what it says when there is a picture of a stick of butter and a fly. (butterfly!)
Only more complex, and totally different. It would be something where the more enchanting you do, the more you understand the puzzle, so completion is easier.
What I think it could be is that there would be a set of magic words, combining them (like combining ingredients of a potion) into spells let you cast enchantments.
You start by placing a piece of paper in the enchantment table, depending on the number of book cases around you would be able to select a level for the enchantment.
Now a box comes up with a random list of keywords, say 20 (out of some 100+ possible) now you can make your spell, the order and meaning of the words dictates the enchantment. Learning certain tricks of the meta-language would let you get almost any enchantment out of the given 20 words.
This language of enchantment should be made of either a mixture of vocabulary from many languages, or be totally fictional. And it would have some sort of interesting grammatical structure.
When you create a spell you must pay XP 10% of the actual level of the enchantment you are designing. Lower level spells will give a more basic word bank, with words meaning "strong" or "resilience" or "fire", however such words are week and produce few week effects. While level 50 word banks are full of the more complex vocabulary, so you can form more powerful spells.
Once a spell is written, you click okay (there should be a "save for later" option too) and the page is added to the book, now you can place an item in the table and use that spell. Over time you would collect spells and have them in your enchantment book (on the table)(enchanting more stuff will cost more XP still). Breaking a table should drop "enchantment book" which if substituted for the book in crafting a table would make one with all your spells. That way you can move it around.
With this system you have randomness, player choice, skill, reuseability, etc. And you can't just check the wiki for the best spells, you might not have all the words. You might be able to still get the enchantments you want, but you will have to figure it our on your own. (the vocabulary and grammar should be common knowledge however, just not a real language).
If the enchantment table is touching the bookshelves, it doesn't work
There has to be a 1 block separation
You are a great person.
+1
While cheating, it took me 20+ level 35+ enchants to get a silk touch. And I only ever got one. In a legit game this would be unthinkable.
If the system is kept in its current form, I think it would be fair to allow enchanted items to be repaired without loss of enchantment. Either way, the current system is too demanding when playing legit. Most legit players would probably take many months before creating an item that is actually worth the cost of its enchantment.
OT: TNT is the only option.
I was the second person to use the avatar I have. The rest took it from me. The first I asked, he said yes.
I know what I'm doing. I plan ahead, or get tired and screw up everything.
That is so awesome. Have you found out if fire arrows work yet? Does it work with splash potions? (Fire Splash potion anyone?)
It doesn't effect launched items. It effects those items only if you hit with it. Throwing/ shooting them doesn't work
We definitely need the ability to repair enchanted items, even if it takes some Levels to do so.
Allowing for an item to be enchanted multiple times would be neat to but probably over powered, (after just playing with the "God Sword")
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
So, should be cheaper, but kept totally random.
First pick enchant sliktouch - fortune3 - efficiency 3 (~36 points)
2nd pick enchant Silk touch (21 points)
Fortune3 is useless cause silktouch keeps the block intact so the extra ore/gems enchant doesnt help you at all. If the silktouch was unbreakable it would be the best pick ever. ran out of levels to use on enchants so ill just use silk touch to get myself ore blocks and if i have to many of them i should have gathered enough levels to hopefully get a fortune - unbreakable pick.
I could have gotten way way way worse though so im satisfied with my luck this time. I can finaly make a redstone house ;p
No, potions are for a short-term boost. Enchantments are a long-term investment. If it was the other way around it would be better. Expending some minor resources for a short term boost that is random is much less of a big deal than spending hours of work and effort to get a long-term bonus that might suck.
If you spend that many resources, you should get something meaningful out of it.
Just to get 1 attempt at a level 35 enchantment legitimately you have to slay around 850+ monsters. This system is broke, unless you have a massive mob tower. (and even then it would take a long time.)
Trying to obtain high level enchantments without a mob spawning tower, will result in a rage quit when the creeper decides to end you at level 25. (hours of work wasted) It hasn't happened to me because I am smart enough to not attempt it.
This needs a fix.
If they want to keep it simple and keep the current leveling progression maybe cap the max enchantment level at 15 or something, other wise there needs to be way less xp required per level (especially at the high end.) or Both...
They took 40 blocks. That’s as many as four tens. And that’s horrible.
You'll always get something extremely useful, it just might not be what you wanted. Efficiency III and Unbreaking III are the most common for tools, one heavily increases your speed and one heavily increases the life span of the tool. Also, if you consider Ghast Tears a minor resource that's funny. Potions can last quite a while if you make good ones, longer than a standard piece of Protection IV armor at least.
Then why don't you just get a **** ton of experience, and use NBTedit to get rid of the experience and give you a really powerful item.
I personally much much much prefer the random system. I think it's really the only way to accommodate the entire spectrum of minecraft players.
Seriously guys, this is a new mechanic of the game and it's difficult, which is good. If it were any less difficult, there'd be thousands of people (probably the same people who are bitching now) bitching about it being too overpowered. Additionally, consider how it was before. You'd kill thousands of monsters, get 0 XP, not be able to enchant ****, and you were perfectly content with your diamond tools. Now that you're able to make them stronger, albeit through much hardship, you're crying about it. YOU HAVEN'T LOST ANYTHING. THIS WASN'T A TRADE-OFF. Notch gave you an extra ability in the game without limiting any others. He just made the game easier for everyone (and a hell of a lot more interesting), and you're whining because it's not easy enough.
There was a trade off. Mobs HP went up, and our attack power went down.
That was also to make the game nontrivial. Because we all know the game was extremely trivial to stay alive in before. (mob wise)
That statement was to counter the guy above who said there was no Trade off.
Enchantment needs to be. . . special. . .
IDEA:
Puzzle 'mini game': Enchantment based on a (randomly generated, if you must have randomness) puzzle/math/word problem sort of thing.
Like those picture where you have to figure out what it says when there is a picture of a stick of butter and a fly. (butterfly!)
Only more complex, and totally different. It would be something where the more enchanting you do, the more you understand the puzzle, so completion is easier.
What I think it could be is that there would be a set of magic words, combining them (like combining ingredients of a potion) into spells let you cast enchantments.
You start by placing a piece of paper in the enchantment table, depending on the number of book cases around you would be able to select a level for the enchantment.
Now a box comes up with a random list of keywords, say 20 (out of some 100+ possible) now you can make your spell, the order and meaning of the words dictates the enchantment. Learning certain tricks of the meta-language would let you get almost any enchantment out of the given 20 words.
This language of enchantment should be made of either a mixture of vocabulary from many languages, or be totally fictional. And it would have some sort of interesting grammatical structure.
When you create a spell you must pay XP 10% of the actual level of the enchantment you are designing. Lower level spells will give a more basic word bank, with words meaning "strong" or "resilience" or "fire", however such words are week and produce few week effects. While level 50 word banks are full of the more complex vocabulary, so you can form more powerful spells.
Once a spell is written, you click okay (there should be a "save for later" option too) and the page is added to the book, now you can place an item in the table and use that spell. Over time you would collect spells and have them in your enchantment book (on the table)(enchanting more stuff will cost more XP still). Breaking a table should drop "enchantment book" which if substituted for the book in crafting a table would make one with all your spells. That way you can move it around.
With this system you have randomness, player choice, skill, reuseability, etc. And you can't just check the wiki for the best spells, you might not have all the words. You might be able to still get the enchantments you want, but you will have to figure it our on your own. (the vocabulary and grammar should be common knowledge however, just not a real language).
EDIT: Actually suggested it: http://www.minecraftforum.net/topic/713750-a-better-way-to-do-enchantments/