I believe you get more experience killing monsters, so you get the risk from not dying and killing all the monsters.
Fair enough. However, if I was developing, I would...
1: Make higher levels give more. By that I mean at least two enchantments, but they don't have to be high level enchantments (IV, V, etc.)
2: Have a chance of an enchantment failing and the item being destroyed.
That is what I would do, but I'm not a developer. I cannot even code.
Rollback Post to RevisionRollBack
"And you pissed off one other guy. His name's Phil." -Tony Stark
"And Hulk? Smash." Hulk's face: YOU KNOW IT
It's one thing to be happy when you 1st get efficiency 4 (or 5). It's another when you get it 4-5 times in a row when you are hoping for something else. I've been trying to get silk touch for weeks. Instead... after spending on avg 46-49 xp on each attempt, I have 5 picks with efficiency V/unbreaking IV. This is not fun or "mysterious". It's a pain in my touchas.
Also, I spent 49 exp to enchant a bow, and got FIRE I. If this isn't broken/a stupid system, I don't know what is.
You just explained exactly what happened to me. I spent 40 levels on different picks about 9 separate times and finally got it with a level 30 enchant(silk touch).
--It seems you get the most luck around the mid range, I mean yeah, sometimes I cheat-farm the dragon and the 2nd or 3rd lvl50 weapon gives me fantastic stats, but this current system is balls for conventional run-around-in-desert killing. There's not even a good reason for high lvl enchants in singleplayer, I usually toss lvl 1 enchants on my picks/armor and level 10 enchants on weapons cause it's such a damn waste of time.
I see the bigger issue here now! I was completely derping it up back there man. Until about 5 minutes ago, I had no idea such an issue exist till i saw them talking about it and commented.
THAT needs to be fixed, but... level 50...just. Sounds good to me. Level 30... Eh... We just need to fix the system to still be random...but with limitations. a Level 45 enchantment will never one below level 40. Something like that you know?
At that point, why not just make it so that the player has control over what enchants he gets?
It's a significantly simpler fix than what you just described.
I don't even know why we need the randomness. All it leads to is the wasting of resources and time.
There's not even a good reason for enchants in singleplayer, I usually toss lvl 1 enchants on my picks and armor and level 10 enchants on weapons cause it's such a damn waste of time.
Exactly! What use is, say, a bow with Power-V when on avg, it still takes 2 shots to take out a zombie or creeper... the same number of shot needed with Power-I? Unless they plan on adding more powerful "boss"-type mobs, I wouldn't bother enchanting weapons or armor above lvl 10, like you mentioned.
Why shouldn't players be capable of choosing the enchant that they want?
If I want to get a Silk Touch pick, why should I be forced to grind for multiple hours, get a whole load of enchants I don't want and then finally get a Silk Touch pick after nearly pulling my hair out?
The issue is not the grind.
It's the randomness.
It's always been the randomness.
Condensing the current system to 30 levels max seems to me like it would be a good idea. You would be grinding a lot less xp for level 30, to spend on an enchantment that would equal a lvl 50 enchantment in the current system. I'm too lazy to do the math but it sounds like the change would mean you could do two max enchanting attempts for the xp price of one lvl 50 enchant now.
Enchanting was never meant to be like a store where you just pick exactly what you want and plop down your cash. I know that drives you entitled control freaks crazy not being able to get that uber sword or pick you want so you can compare epeen sizes with everyone else who has an xp grinder and has exactly the same thing.
[edit]
And getting a worse enchantment possibility than one with lower xp spent isn't an issue either. It's all probabilities. You're basically spending more XP for a BETTER probability to get a stronger enchantment.
I'm with Lock on this one. They can still be random, but at least you wouldn't get ripped off.
But that does not answer the question of why it needs to be random.
All it does is create a time waster when you don't get what you came for, and a resource sink when you continuously try to get what you wanted in the first place.
It's pointless to keep it random. It would be simpler just to make it user-controlled.
Enchanting was never meant to be like a store where you just pick exactly what you want and plop down your cash. I know that drives you entitled control freaks crazy not being able to get that uber sword or pick you want so you can compare epeen sizes with everyone else who has an xp grinder and has exactly the same thing.
Yes.
That is definitely the reason.
It has nothing to do with spending weeks to get your first Silk Touch pick or Looting sword.
Nope.
It's all about stroking our e-peens.
You guys are all missing the part that if/when he reduces the max level on enchanting to 30, he will also weaken the best enchants you are able to get.
There's nothing wrong with the current system, don't change it, people need to stop crying.
But that does not answer the question of why it needs to be random.
All it does is create a time waster when you don't get what you came for, and a resource sink when you continuously try to get what you wanted in the first place.
It's pointless to keep it random. It would be simpler just to make it user-controlled.
In the same video, GameChap commented on Dinnerbone's plans for adding potions to the creative inventory.
Since this is a news thread, as well as a thread to discuss opinions, I felt it was important to mention it as well.
I think it can be done. Just choose a potion, scroll through some options on the tooltip to change the strength, and bam. You could do the same to enchantments as well.
I think it can be done. Just choose a potion, scroll through some options on the tooltip to change the strength, and bam. You could do the same to enchantments as well.
Dinnerbone already has it finished.
There's another thread in this forum on the topic.
You guys are all missing the part that if/when he reduces the max level on enchanting to 30, he will also weaken the best enchants you are able to get.
There's nothing wrong with the current system, don't change it, people need to stop crying.
Top paragraph is complete ********.
We should be able to choose enchantments using the table with each different 'chant requiring X amount of levels. For example, Eff V, Unbreaking III and Fortune III should cost 55 enchanting levels.
...he will also weaken the best enchants you are able to get.
Where was that mentioned? That wouldn't make sense and wouldn't solve anything.
Sorry for my previous post being a little offensive. I just think you guys have the wrong perspective on what enchanting is supposed to be. You look at XP as money and yes I would feel ripped off if I plopped down enough money for a Ferrari and I got a Volkswagen Jetta instead. If you look at it more from a gambling perspective its like gambling tokens, the more of them you risk the larger your chance of a bigger payout. The good news is that everyone who plays wins and oh by the way, those gambling tokens?....they have no other value to you, they are something you basically got for free while doing something else. For many of us these days that involves standing in front of your xp trap as the XP rolls in while watching reruns of Sienfeld. Why are we doing that? BECAUSE 50 FRIGGIN LEVELS IS A LOT OF XP! If he at least reduced the levels required to 30 then we wouldn't need an XP trap just to use the system beyond low level enchanting.
Where was that mentioned? That wouldn't make sense and wouldn't solve anything.
Sorry for my previous post being a little offensive. I just think you guys have the wrong perspective on what enchanting is supposed to be. You look at XP as money and yes I would feel ripped off if I plopped down enough money for a Ferrari and I got a Volkswagen Jetta instead. If you look at it more from a gambling perspective its like gambling tokens, the more of them you risk the larger your chance of a bigger payout. The good news is that everyone who plays wins and oh by the way, those gambling tokens?....they have no other value to you, they are something you basically got for free while doing something else. For many of us these days that involves standing in front of your xp trap as the XP rolls in while watching reruns of Sienfeld. Why are we doing that? BECAUSE 50 FRIGGIN LEVELS IS A LOT OF XP! If he at least reduced the levels required to 30 then we wouldn't need an XP trap just to use the system beyond low level enchanting.
You own your tools, they don't own you.
What I mean by that is, it should take less time getting the enchant than using it. If we could repair enchanted weapons and keep the enchant THEN the current gambling system would be perfect but as is now it is a game in and of itself and wastes time.
The system as is definitely needs to change. I like the system in place, but it should be modified to feel like less of a gamble when enchanting. I'm not quite sure how that can be fixed, but as for the issue of extremely high enchantment level requirements for the higher end stuff, I have an idea. As someone said earlier, grinding should never be a legitimate part of the game, and while enchanting isn't 100% necessary, it's a huge part of Minecraft to most people and pretty much everyone had made an XP grinder at some point. It's almost impossible to get to level 50 otherwise. And because of grinders, actually killing mobs in the wild feels pointless because you get a minimal amount of XP for it. I'm not really sure if this would work, but here's an idea for an overhaul; XP will only be given by mobs that die because at least half their health was taken by player hits (making XP grinders nonfunctional), and enchantment levels are drastically reduced, to around 25. That way it feels like you actually earned something by slaying mobs in the wild and getting a good enchantment, instead of just idly standing around a trap for hours and finally getting what you want. How does that sound?
The system as is definitely needs to change. I like the system in place, but it should be modified to feel like less of a gamble when enchanting. I'm not quite sure how that can be fixed, but as for the issue of extremely high enchantment level requirements for the higher end stuff, I have an idea. As someone said earlier, grinding should never be a legitimate part of the game, and while enchanting isn't 100% necessary, it's a huge part of Minecraft to most people and pretty much everyone had made an XP grinder at some point. It's almost impossible to get to level 50 otherwise. And because of grinders, actually killing mobs in the wild feels pointless because you get a minimal amount of XP for it. I'm not really sure if this would work, but here's an idea for an overhaul; XP will only be given by mobs that die because at least half their health was taken by player hits (making XP grinders nonfunctional), and enchantment levels are drastically reduced, to around 25. That way it feels like you actually earned something by slaying mobs in the wild and getting a good enchantment, instead of just idly standing around a trap for hours and finally getting what you want. How does that sound?
Wait for a huge accumulation of mobs in one spot and toss a couple potions, that wouldn't work.
Fair enough. However, if I was developing, I would...
1: Make higher levels give more. By that I mean at least two enchantments, but they don't have to be high level enchantments (IV, V, etc.)
2: Have a chance of an enchantment failing and the item being destroyed.
That is what I would do, but I'm not a developer. I cannot even code.
"And Hulk? Smash." Hulk's face: YOU KNOW IT
--It seems you get the most luck around the mid range, I mean yeah, sometimes I cheat-farm the dragon and the 2nd or 3rd lvl50 weapon gives me fantastic stats, but this current system is balls for conventional run-around-in-desert killing. There's not even a good reason for high lvl enchants in singleplayer, I usually toss lvl 1 enchants on my picks/armor and level 10 enchants on weapons cause it's such a damn waste of time.
It's a significantly simpler fix than what you just described.
I don't even know why we need the randomness. All it leads to is the wasting of resources and time.
Exactly! What use is, say, a bow with Power-V when on avg, it still takes 2 shots to take out a zombie or creeper... the same number of shot needed with Power-I? Unless they plan on adding more powerful "boss"-type mobs, I wouldn't bother enchanting weapons or armor above lvl 10, like you mentioned.
Yeah now that I'm not ****'n up XD
Let's get jeb to fix this stuff.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
Condensing the current system to 30 levels max seems to me like it would be a good idea. You would be grinding a lot less xp for level 30, to spend on an enchantment that would equal a lvl 50 enchantment in the current system. I'm too lazy to do the math but it sounds like the change would mean you could do two max enchanting attempts for the xp price of one lvl 50 enchant now.
Enchanting was never meant to be like a store where you just pick exactly what you want and plop down your cash. I know that drives you entitled control freaks crazy not being able to get that uber sword or pick you want so you can compare epeen sizes with everyone else who has an xp grinder and has exactly the same thing.
[edit]
And getting a worse enchantment possibility than one with lower xp spent isn't an issue either. It's all probabilities. You're basically spending more XP for a BETTER probability to get a stronger enchantment.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
All it does is create a time waster when you don't get what you came for, and a resource sink when you continuously try to get what you wanted in the first place.
It's pointless to keep it random. It would be simpler just to make it user-controlled.
Yes.
That is definitely the reason.
It has nothing to do with spending weeks to get your first Silk Touch pick or Looting sword.
Nope.
It's all about stroking our e-peens.
There's nothing wrong with the current system, don't change it, people need to stop crying.
I guess you're right on this one. I concede.
Since this is a news thread, as well as a thread to discuss opinions, I felt it was important to mention it as well.
I think it can be done. Just choose a potion, scroll through some options on the tooltip to change the strength, and bam. You could do the same to enchantments as well.
There's another thread in this forum on the topic.
Top paragraph is complete ********.
We should be able to choose enchantments using the table with each different 'chant requiring X amount of levels. For example, Eff V, Unbreaking III and Fortune III should cost 55 enchanting levels.
Where was that mentioned? That wouldn't make sense and wouldn't solve anything.
Sorry for my previous post being a little offensive. I just think you guys have the wrong perspective on what enchanting is supposed to be. You look at XP as money and yes I would feel ripped off if I plopped down enough money for a Ferrari and I got a Volkswagen Jetta instead. If you look at it more from a gambling perspective its like gambling tokens, the more of them you risk the larger your chance of a bigger payout. The good news is that everyone who plays wins and oh by the way, those gambling tokens?....they have no other value to you, they are something you basically got for free while doing something else. For many of us these days that involves standing in front of your xp trap as the XP rolls in while watching reruns of Sienfeld. Why are we doing that? BECAUSE 50 FRIGGIN LEVELS IS A LOT OF XP! If he at least reduced the levels required to 30 then we wouldn't need an XP trap just to use the system beyond low level enchanting.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
What I mean by that is, it should take less time getting the enchant than using it. If we could repair enchanted weapons and keep the enchant THEN the current gambling system would be perfect but as is now it is a game in and of itself and wastes time.